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Camera Security Systems for VR/Desktop games

Discussion in 'Assets and Asset Store' started by A_World_Maker, Feb 23, 2020.

  1. A_World_Maker

    A_World_Maker

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    Greetings,

    This forum post is where to discuss any issues and or features wanted with our Camera Security Systems.

    This is a joint development for both Game Makers, Interactive Environments and Machinima Creators. Its goal is to provide a customizable and flexible security/observation camera systems.


    Featuring:
    • Auto Scan Area
    • Auto Detect Defined Targets
    • 3 Preset Zoom settings
    • Manual Zoom
    • Manual Pan Control
    • Spot Light Control
    • Infrared Light (night)
    • Static Controller Console
    • Remote HUD Controller
    • Realistic Cameras
    • Extensive API's (see tech documentation)

    Systems for both the Artist and the Technical minded user that can be used straight out of the box. The system is also available as:

    External Four Camera Security System
    Internal Four Camera Security System
    External Six Camera Security System *
    Internal Six Camera Security System *
    A Freebie Single Camera system with Tablet

    * available soon

    For greater flexibility.
     
    Last edited: Dec 5, 2020
  2. A_World_Maker

    A_World_Maker

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    The planned release of the External Four Camera Security System is anticipated to be week commencing 2nd March 2020, with the other systems following within a few weeks.
     
  3. A_World_Maker

    A_World_Maker

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    Due to unforeseen circumstances, our lead technical developer, has been unable to produce the technical documents in time for the launch. These will follow shortly after launch.
     
    Last edited: Dec 5, 2020
  4. A_World_Maker

    A_World_Maker

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    Last edited: Dec 5, 2020
  5. A_World_Maker

    A_World_Maker

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    Last edited: Dec 5, 2020
  6. A_World_Maker

    A_World_Maker

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    The first of five systems has been posted to the asset store approval. Once completed, we will share the links to this and the other systems available.
     
  7. A_World_Maker

    A_World_Maker

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    The Internal Four Camera Security System has been submitted for approval today.
     
  8. A_World_Maker

    A_World_Maker

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    The External Four Camera Security System has been submitted for approval on the 24th March 2020.
     
  9. A_World_Maker

    A_World_Maker

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    Just to give you a few scenarios where this system maybe used:

    In a game.. imagine your player must break into a complex, which has security. That security has a surveillance system. The system has settings that allow it to detect certain types of objects, so as not to be distracted by say a cat. You can set the Player as a priority 2 tag, some boxes stacked in the area as tag 1, so to get passed the camera watching this zone, the player must scatter the boxes to catch the attention of the camera, whilst slipping past unnoticed.

    Say your player has entered a zone which then triggers the camera, that has night vision, the sensors can then activate your defenses. The player will not see/detect the night vision on the camera (the system will cull night vision lights from the scene and only show on the console screens).

    The system can be used as a CCTV system within your scene to show traffic and crowd movement, useful in a Machinima project for advertising for many subjects such as cars. The system will auto follow the car from when it comes into range, until it leaves. All these settings are available to you from the API.

    Each camera has independent control over which targets it will auto follow when they come into range via an editable zone, can be set to scan an editable area or remain static. You can manually pan and zoom each camera manually or by presets. On/Off Spotlights, including Infrared Spotlight (which can only be seen by the Console screen display and not the player). All from the central static Console or by a wearable HUD.

    The wearable HUD could be a device the assassin or player breaking into a complex, may have made, like a mission impossible scene, that takes control of the surveillance system during the course of their mission. It can be called at the press of a button and pops into view. Not only can it control each camera, but close down the system as well.

    What are your scenarios?
     
  10. A_World_Maker

    A_World_Maker

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    Last edited: Dec 5, 2020
  11. A_World_Maker

    A_World_Maker

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    A composite of the API's available in the static console:
     
  12. A_World_Maker

    A_World_Maker

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    Last edited: Dec 5, 2020
  13. A_World_Maker

    A_World_Maker

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    We have released a Free version of the system, which is based on a single camera (low resolution) and a Tablet viewer (non-operational), so you can see how the system may benefit you in your projects.

    Just position the camera in your scene, attach the tablet to the avatar or position it in the scene, and you can see what the camera is viewing in realtime. The tablet can be turned on/off using F12 (Mac users press Fn key as well).

    https://assetstore.unity.com/packages/3d/props/electronics/tablet-based-single-camera-system-167401
     
    Last edited: Dec 5, 2020
  14. A_World_Maker

    A_World_Maker

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    We have still pending, a 6 camera version of both the Internal and External systems. Due to the workload, we are unsure whether these are worth completing and releasing, any thoughts?
     
  15. A_World_Maker

    A_World_Maker

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    To deploy this system, go into the Prefabs Folder and drag/drop this model into your Scene...

    StaticFloorMountedConsoleREMADE01

    This will include the cameras and scripts for the system to work. Simply move the cameras via the Camera Bracket (as this contains the pivot point) to the desired location and where within your scene.

    To use the Wearable HUD console, simply press the \ key and it will appear. You can control the whole system from this console as well as the static console, using the same Key commands that are shown.

    Sometimes, the cameras lights find it difficult to show, even when turned on, this is to do with the rendering pipeline and not the physics of the system. For best effect, use in either total darkness (IR light) or low level lighting for the Spotlight.
     
    Last edited: Jun 20, 2023