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KGFCameraSystem [RELEASED]

Discussion in 'Assets and Asset Store' started by kolmich, Feb 11, 2013.

  1. Logiquefloue

    Logiquefloue

    Joined:
    Jun 6, 2013
    Posts:
    21
    Yes it was the "drag" function :).

    Thank you you answered my questions.

    Good day.
     
  2. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Unity3d just approved update v1.6 of our popular camera system: KGFCameraSystem

    New Features:
    - Edit time camera preview for KGFOrbitCam and KGFOrbitCamSettings
    - Added customizeable inertia and overshoot damping
    - Correctly set pivots for KGFOrbitCam and KGFOrbitCamSettings at edit time
    Bugs:
    - Fixed small camera jump when transiting to up side down targets

    https://www.assetstore.unity3d.com/#/content/6867

    If you have any questions feel free to contact us: support@kolmich.at

    Best wishes from Vienna,

    Michal Kolasinski
     
  3. devandart

    devandart

    Joined:
    Jun 7, 2013
    Posts:
    144
    Really nice!

    Keep up the good work, your system is really good.

    Cheers.
     
  4. Korindian

    Korindian

    Joined:
    Jun 25, 2013
    Posts:
    584
    I'm interested in getting this camera system.

    However, I'm hoping that you'll include a drag and pan and an edge-of-screen pan feature. Are there any plans to implement this?

    I noticed a couple of other camera systems include this, but with your great Playmaker support, I'd like to stick to one camera framework.

    Thanks.
     
  5. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Hi Korindian,

    :) If lots of other camera system support panning I think we will add this too, cause we would like to stay popular!
    I will start implementing this tomorrow. I do not think this is complicated, but I'm getting a little bit worried about the mobile input. At the moment we use drag to rotate the camera. + Two finger pinch zoom. There is also the possibility to rotate with two fingers.
    If we add panning we will have to think about a mechanism how to match the differen finger gestures to the different inputs...

    What is an edge-of-screen pan feature?

    Best wishes,

    Michal
     
  6. Korindian

    Korindian

    Joined:
    Jun 25, 2013
    Posts:
    584
    Hi Michal,

    I'm not sure how you'd do it for mobile if you're already using drag to rotate the camera. Perhaps using two fingers to drag? I was actually referring to using a mouse.

    Edge-of-screen (Screen edge, edge screen) pan is when (in Standalone for PC/Mac/Linux) you move the mouse to the edges of the screen, left, right, top, or bottom, and the window moves or pans in that direction. It can also be done with arrow keys or WASD keys, depending on the game. It is used in many realtime strategy games to pan the view without rotation, but in some games, if you move the mouse to the upper left or right corners of the screen, the view will rotate in that direction without panning.

    I'ts good to know that you're open to implementing this. Thank you.
     
  7. ianjgrant

    ianjgrant

    Joined:
    Mar 11, 2013
    Posts:
    28
    HI, fbx import bug in 4.3 - relating to file "Upsidedown.obj". It results in the following console error.
    This happened when converting a Unity 4.2 project to 4.3 - thought you might like to know. I haven't tried a fresh import yet...
    Kind regards, Ian
     
  8. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    This is fixed in 2.2.
    Best wishes,
    Michal
     
  9. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    410
    Hey Michal, i just took advantage of the promo and purchased KGFCameraSystem.
    A great asset! I'm looking forward to using it in my product visualizations and walk-throughs!
    Do you have an offline version of the documentation?

    Thanks
     
  10. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Hi nukeD,

    Unity always removed our offline docu cause they do not allow zip files and we do not want to put the .html files into the project. Please send me a short mail to support@kolmich.at and i will send you a download link. (I will do this on wednesday (not in office today)). Hope this is OK.

    Best wishes,

    Michal
     
  11. nukeD

    nukeD

    Joined:
    Feb 12, 2009
    Posts:
    410
    PDF?

    Anyway, thanks a lot Michal. Wednesday is ok, dont worry.

    Thanks
     
  12. Vern_Shurtz

    Vern_Shurtz

    Joined:
    Mar 6, 2009
    Posts:
    264
    I am using NGUI and have a multi slider controller and when the user moves a slider that motion is also translated to the camera. I have read about sensing hovering over NGUI and disable panning (and I take it rotating) but what if the user on a mobile device can move the slider with one hand and rotate, zoom, pan the camera with the other?

    I was using FingerGestures Orbit Cam and they had a GlobalTouchFilter that allowed me to define sections of the screen to disable processing the touch event.

    Example:

    Code (CSharp):
    1. bool FingerGestures.GlobalTouchFilter( int fingerIndex, Vector2 position )
    2. {
    3. if( position.x > 0.75f * Screen.width && position.y < 0.7f * Screen.width && position.y > 0.1f * Screen.height)
    4. return false;
    5.  
    6. return true;
    7. }
    Is there any way to do this, or some other way to block events passing through NGUI and manipulating the camera?

    I am not a strong programmer and use playMaker for most of what I do but can do some C# if need be.

    Thanks
     
  13. ronjart

    ronjart

    Joined:
    May 16, 2013
    Posts:
    100
    Great Plugin! I have an "issue" that I have not been able to find an answer to. The camera seems pretty "floaty", especially panning and zooming on mobile seem to bear quiet a bit of momentum with them (i.e. I pinch zoom and after I lift up my two fingers the camera keeps going for about 5 seconds). Is there a way to adjust that "floatyness"?

    Thanks!
     
  14. chaneya

    chaneya

    Joined:
    Jan 12, 2010
    Posts:
    416
    I've just started using KGFCameraSystem and I like some of the features but I'm confused about the behavior when I press play and the camera snaps to it's origin position, then quickly resets to the position I have set in Its Horizontal, Its Enabled, Its Start Value. I thought I read on the forums on your website that you fixed this problem in version 2.1 due to customer complaints. I just imported version 2.2 from the Asset store and it still snaps to the origin position upon play and then quickly resets to the horizontal rotation I have set.

    Here is my setup:
    I want the camera to be facing my character during game play at all times. The default setup (as in a typical 3rd person game) has my character facing the same direction (into the Z axis) as the camera. So I check Its Horizontal Its Enable and set my start value to 180. Before I hit play, the camera repositions itself correctly in front of my character facing my character. When I press play, the camera jumps back behind the character facing his back then quickly jumps back to my start position based upon my horizontal start value.

    Why is this? Why does the camera jump to an origin position behind the character when play is pressed even though I have defined the horizontal start value? Is there a way to prevent this odd behavior?

    Thanks
    Allan
     
    Last edited: Jun 27, 2014
  15. uni3dmob

    uni3dmob

    Joined:
    Oct 1, 2014
    Posts:
    1
    Hello Kelmich, the package comes with female and male characters ? Do you have a video tutorial with the worlkflow ?
     
  16. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Hi,
    Actually no. In one of our first demos we integrated a character into the demo. Unfortunately lots of users interpreted it this way, that we also include a whole working character system with our KGFCameraSystem and demanded support.

    We removed the characters again and are using the default unity3d worker character in our demo. So this is a camera system and you can use it with any character syste togehter, but we do not provide a character system in this package.

    Best wishes,

    Michal
     
  17. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    Hi kolmich,

    KGF camera system its working fine in Unity 5 beta, there is only one issue: collisions are not working. If I enable collisions on "its environment" unity gives this error:

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. KGFOrbitCam.GetGroundVector () (at Assets/kolmich/KGFCameraSystem/scripts/KGFOrbitCam.cs:913)
    3. KGFOrbitCam.LateUpdate () (at Assets/kolmich/KGFCameraSystem/scripts/KGFOrbitCam.cs:684)
    4. KGFOrbitCam.Start () (at Assets/kolmich/KGFCameraSystem/scripts/KGFOrbitCam.cs:375)
    5. KGFOrbitCamEditor.CustomGui () (at Assets/kolmich/KGFCameraSystem/Editor/KGFOrbitCamEditor.cs:20)
    6. KGFGUIUtilityEditor.RenderKGFInspector (.KGFEditor theEditor, System.Type theType, System.Action theHandler) (at Assets/kolmich/KGFCore/KGFGUIUtility/scripts/Editor/KGFGUIUtilityEditor.cs:120)
    7. KGFEditor.OnInspectorGUI () (at Assets/kolmich/KGFCore/KGFGUIUtility/scripts/Editor/KGFEditor.cs:15)
    8. UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean forceDirty, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect, Boolean eyeDropperDirty) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1123)
    9. UnityEditor.DockArea:OnGUI()
    10.  
    Any easy fix for this? I know that there is no point to fix this in a beta realese, but its the only thing not working.
     
  18. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    This was a bug of auto compile with Unity beta 11, beta 12 solves it. Now its working fine.
     
  19. Glasgow

    Glasgow

    Joined:
    Jan 15, 2015
    Posts:
    8
    Hi

    No matter what settings I adjust I am unable to get touch to work on my tablet.

    Would it be possible to send me a demo scene that works perfectly for touch?

    Many thanks,

    David
     
  20. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Hi David,

    Have you tried the demo scene?
    Maybe you simply forgot to drag & drop the KGFTouch prefab into your scene?

    You can also ask your questions in our forum: www.kolmich.at/forum

    Best wishes,

    Michal
     
  21. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    Hi there kolmich,

    You will update the camera system for unity 5?
    All its working fine but the collision systems, seems that is not detecting any colliders (maybe for the physx update).
    Any chance that this could be updated?
     
  22. kolmich

    kolmich

    Joined:
    Apr 27, 2009
    Posts:
    147
    Hi, this will take some time, cause i have lots of requests for updating the KGFMapSystem right now, and I'm working on it. After i finished updating KGFMapSystem i will check this. Best wishes,

    Michal
     
  23. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    Ok,
    Thanks for considering my update request.
     
  24. Glasgow

    Glasgow

    Joined:
    Jan 15, 2015
    Posts:
    8
    Hi David,
    Have you tried the demo scene?
    Maybe you simply forgot to drag & drop the KGFTouch prefab into your scene?


    Yes - still no joy. Could you please provide me with a basic scene that has all the required elements and settings so that I can test on a tablet.

    David
     
  25. Vern_Shurtz

    Vern_Shurtz

    Joined:
    Mar 6, 2009
    Posts:
    264
    I am trying to use the Orbit Cam in Unity 5 and get the following error.

    OrbitCam.jpg

    KGFOrbitcamException: System.ArgumentException: Input Axis 4d6f7573652058 is not setup.
    To change the input settings use: Edit -> Project Settings -> Input

    KGFOrbitcamException: System.ArgumentException: Input Axis 4d6f7573652059 is not setup.
    To change the input settings use: Edit -> Project Settings -> Input

    KGFOrbitcamException: System.ArgumentException: Input Axis 4d6f757365205363726f6c6c576865656c is not setup.
    To change the input settings use: Edit -> Project Settings -> Input

    Any ideas on what to do?

    Thanks.
     
    Last edited: Apr 3, 2015
  26. Glasgow

    Glasgow

    Joined:
    Jan 15, 2015
    Posts:
    8
    9 Months later and still no reply / resolution.

    Could I please have a refund? I think this is a reasonable request given your lack of support.

    David

    -----------------------------------
    Hi David,
    Have you tried the demo scene?
    Maybe you simply forgot to drag & drop the KGFTouch prefab into your scene?

    Yes - still no joy. Could you please provide me with a basic scene that has all the required elements and settings so that I can test on a tablet.

    David
     
  27. dblincoeii

    dblincoeii

    Joined:
    Mar 4, 2015
    Posts:
    19
    Would have posted in your forum for the project but your system won't let me recover my user info or confirm my email.
    I cannot get touch to work on windows10 touchscreen laptop. I have a scene that I set up and it does have the touch prefab that came with your product in it. I export and it works perfectly on iPad but when I export to desktop windows it does not. My touch events for buttons/interface work but I cannot manipulate the rotation or zoom of the camera using touch. It works fine with trackpad. I also tried the demo that came with your system with the same results. Trackpad and mouse work but touch events on the camera do not.
     
  28. jwvanderbeck

    jwvanderbeck

    Joined:
    Dec 4, 2014
    Posts:
    820
    So since this is pretty much dead and buried does anyone have a suggestion for an up to date and working camera system that has roughly the same feature set? This camera system, at least from the videos, looked very very nice and I was all ready to buy it until I realized it is abandoned and not functional, but I still need something similar and would rather not waste time writing it myself.
     
  29. sjm-tech

    sjm-tech

    Joined:
    Sep 23, 2010
    Posts:
    729
    KGFMapSystem it was a great camera system :(.
    I don't know what kind of feature you are looking for but i'm using, instead, for my projects Simple RPG camera Asset.
    Do not focus on the name ... is a true multi purpose camera system and the developer (@Ninjaxim) is super responsive.
    However I hope that , at some point, kolmich could return to update this great asset.
    Max