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Pro 3D Camera is Live!!

Discussion in 'Assets and Asset Store' started by BusyBrainStudios, Jun 8, 2016.

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  1. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    Pro 3D Camera v. 3.0 will be coming the the Unity Asset Store soon. See the version notes and docs here. This is a huge update I have spent many hours perfecting, and I am excited to share it with all of you. See the video below too!

     
    theANMATOR2b likes this.
  2. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    This asset is now live.

    You can find it here: http://u3d.as/iEq
    Full documentation is here
    Getting started documentation is here
    Full version notes here

    As always, I enjoy hearing the feedback of my users. If you have any questions, comments or concerns post them here and we can talk about incorporating the changes in the next update.
     
  3. NamNH1990

    NamNH1990

    Joined:
    Mar 16, 2015
    Posts:
    7
    Hello,
    I want to buy this asset, it looks very cool. But my game is build on Unity 5.1.4f, can't import this asset because it requires 5.3.2.
     
  4. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    I am working on making it compatible with earlier versions of Unity. As far as I can tell the only adjustment I need to make is how scriptable objects are handled. An update will be released to broaden the range of Unity versions soon!
     
  5. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    Hi, Good asset this time ! One "major" problem ... not every object have a material ... For example, i have buildings that have children who contain only a collider; thus making the script log error. Is there a way to do an early check and skip objects which don't have renderers ?
     
  6. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    The best way to handle this is to place those objects which do not use materials on a layer the obstruction handler does not look for. That way, the obstruction handler will ignore them.
     
  7. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    An update was just released addressing this. The package now works even on Unity version 4.6.2!
     
  8. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    Thanks for the feedback; i'm sorry but I can't do this, i have too many objects; plus using colliders child of an object is i think usual practice; I can't imagine changing layers of each of them isn't there a better solution ? Maybe a simple if branch checking if material is there?

    Also, I have around 21 warnings for your package only; can you please optimize/clean this a little ? I noticed a lot of 'try' and 'catch' loops, this is a very bad practice for speed. Maybe you can have a look at this too ?

    I've purchased nearly all of the camera assets around; and to be honest yours is the best so far; it's just frustrating not to have those little little things; i hope you can sort them out so you have a package that will clearly stand out ! Please don't take this as a 'critic' it's really to help you improve (and me spend less time here).

    Many thanks !
     

    Attached Files:

  9. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    I can update the package addressing the material check. In the meantime, you can set the layer of all child objects with a few clicks. Unity offers the option when you set the layer of a parent.

    All of these warnings have been done away with in the most recent update, 3.1.0.
     
  10. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    Thanks, upgrading to version 3.1.0 did solve the warnings; but it also made worse ...
    I did what you said, put the Parent to 'Fading' layer (this one has the mesh) and put the Collider children in 'Default' layer; i've set the Obstruction layer to be 'Fading' layer. No luck.
     
  11. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    Another issue (sorry!); setting up the camera as TopDown (Awake) in the Editor works fine; but when i build (in this case for WebPlayer) it goes back to Default RPG. I even put a Script to force Camera change with SetCameraType, no luck. Any idea ?
     
  12. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    Don't apologize! These bugs need to get addressed, I thank you.

    Add this code to the CameraControl script. I will submit an update fixing this shortly.

    Code (CSharp):
    1. void Start()
    2. {
    3.      timeSinceLastCameraSwitch = 1;
    4.      SetCameraType(CameraType.TOP_DOWN); //Your startup cam
    5. }
    Now, the AwakeCam parameter is only valid for the Unity Editor. You will want to set an initial camera as I have above.
     
    Last edited: Jun 17, 2016
    theANMATOR2b likes this.
  13. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    If I understand correctly, you have a parent object with no collider with the material(s). You also have children gameObjects with colliders for the parent, but no materials. You want the parent to fade out.

    The most effective way to do this is to give your parent object (the one with the materials) a trigger collider. The parent is also the only object on the layer the obstruction handler cares about. This is more efficient than giving the obstruction handler 2 or 3 or more colliders to check for.

    Hope this helps!
     
  14. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    Of course there is always a way around; but in this case it's an asset that I bought on the asset store (https://www.assetstore.unity3d.com/en/#!/content/49918) in this case he did put mesh on parent and collider as a child. For sure I can dive in and change all the 223 prefabs, but this is time consuming AND i doubt to be the only one customer to ask this; i bet you should adapt to customer, not the opposite; so again it "would" be great of you do it ;)

    One more bug; the TopDown Camera (the only one i'm using for now) is working fantastic for slow going units, but when i put to track a car for instance, then it's gettings sluggish. I think this is related to lateUpdate/Update. Is there a way that you can make this an option ? Or just provide a quick fix ?

    For me, once you fix those little bugs i'll write a 5* fantastic review; because honestly you'll have THE best camera tool out there.

    THanks !
     
  15. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    I agree, but I did want to offer you a solution in case you did not want to wait on the next update. (I will be submitting within the next couple of days) :)

    I have heard the camera behaves unexpectedly on fast targets from a couple other people. The system was not designed for vehicles, but I am going to run some tests and adapt the package to vehicles and flying targets. I will keep you posted here!
     
  16. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    For the fast moving target issue, I simply replaced your FixedUpdate by a LateUpdate (in CameraControl.cs line 331) and it works very smoothly now.

    As for the obstruction, i'm willing to take a 'patch' before the next update if you happen to have a solution for this :D
     
  17. DiscoFever

    DiscoFever

    Joined:
    Nov 16, 2014
    Posts:
    286
    I'm now having issue with networked multiplayer game; is this something known ? Rotation is very sluggish.
     
  18. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
    17
    I will need more details. With networking, my first instinct would be to say the culprit is on the networking side. I am not sure how you are updating the server, or how many clients you have connected - or how reliable your connection is.
     
  19. nirvanajie

    nirvanajie

    Joined:
    Jan 7, 2016
    Posts:
    42
    Hi, I can't find the sample scene in the package. Did I miss something?
     
  20. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Hey BusyBrain. The asset pack looks particularly polished and your support looks good to from following this thread.
    2 small questions and maybe a request.

    1. In the distant future I have a design for a 3rd person - stealth type game. I'd like to have a very unique control over the camera so the player isn't able to take advantage of common stealth based camera setups - by peaking around obstacles when the character is not actually looking in the direction when the characters back is facing the wall or when ducking behind cover (peaking out from behind cover). This is a very important part of the gameplay. It has to be perfect - which will require a ton of testing and tweaking on my part to get it perfect.
    I'd also like to have a very tight camera zoom into position (tight over shoulder) when the 3rd person character starts to attack with a distance based weapon, a bow & arrow or throwing a spear.
    And lastly depending upon the weapon I'd like the camera to act almost the same each time - but maybe be slightly different depending upon which weapon is used.
    Could Pro 3D Camera help me succeed with this unique requirement? (special note: I'm a non-coding artist) I use Playmaker but this does not factor into my decisions to purchase assets.

    2. Can settings on a specific camera be saved as a "template", so a user could quickly load up a camera in a new scene without having to tweak the setting of the camera again? I think this would be a nice feature if it is not already.
     
  21. Bartolomeus755

    Bartolomeus755

    Joined:
    Jun 20, 2013
    Posts:
    283
    Hi, I'm working on a ship simulator with 4 different views. I need a static bridge view a first person view and two different outside views. Would it be possible to use Pro 3d Cam for such a kind of game?
     
  22. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    You might need to reimport the package if files are missing.
     
  23. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    I get asked this sort of thing quite frequently in emails, but I'm glad you bring it up here in the forums. Pro 3D Camera, at the time of writing this, does a very good job of being generic. You can apply the system to almost any type of game. There are four broad camera types to choose from before you have to worry about getting specific, and the API offers several features for manipulating camera placement during run-time. I will say this camera system is a great starting point for anyone who is looking for very specific camera work as you describe - but it will not do every specific thing you want it to do out of the box (because there are infinite possibilities with cameras), as I'm sure you'll understand.

    You can view the API in this document.

    This feature exists currently, through the use of scriptable objects - and is very useful for reasons you described. :)
     
    theANMATOR2b likes this.
  24. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    As it sits, there is no function built in for switching between cameras. But if you have knowledge of programming, it would be a fairly simple solution. This feature will be included in the next update.
     
    theANMATOR2b and Bartolomeus755 like this.
  25. nirvanajie

    nirvanajie

    Joined:
    Jan 7, 2016
    Posts:
    42
    Hi, I want to adjust the default distance from player.And I find "Distance from Target" and "New Distance" value in CameraData.What's the different between these two values?
     
  26. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    newDistance is the destination that distanceFromTarget moves toward.
     
  27. VCFY

    VCFY

    Joined:
    Feb 7, 2015
    Posts:
    24
    Hello i'm interested in purchasing your asset. I was wondering how well it works with fast moving objects, how fast is collision detection, does it clip through the wall when you rotate the camera really fast?
     
  28. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    Do not purchase this for fast moving objects - cars, planes, etc. It works best and was tested for walking/running speed objects.
     
  29. Rozx

    Rozx

    Joined:
    Mar 24, 2015
    Posts:
    8
    Hi there, I just bought the asset, I am very satisfied. However there is only one problem bothers me, which is the camera input. Is there anyway i can use my own axis or modified controller input other than just use the mouse? Thanks a lot.
     
  30. BusyBrainStudios

    BusyBrainStudios

    Joined:
    Apr 19, 2016
    Posts:
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    For now, there is not a way to directly modify that from the settings window. Can I ask what input you are trying to use? As a temporary solution, you can open the CameraControl.cs script and find the GetInput() function around line 830. From there you can directly use any axis you want.
     
  31. Rozx

    Rozx

    Joined:
    Mar 24, 2015
    Posts:
    8
    Thanks for the reply, i am using both touch input (which creates a customized axis) and a custom axis used by Bluetooth controller.

    I've tried to modify the GetInput() function yet I found out that it is causing me too much time to do it. Any chance we can get a update regarding multiple axes support? :p

    Thank you.
     
  32. blamejane

    blamejane

    Joined:
    Jul 8, 2013
    Posts:
    233
    Hi, I'm hoping your asset can help with my project...

    I just need to access the device camera and have it render as the main camera within unity. I have found code samples etc., like http://blog.falafel.com/showing-device-camera-unity/ and http://answers.unity3d.com/questions/773464/webcamtexture-correct-resolution-and-ratio.html

    ...while I can get the camera to display the aspect ratio is off and the render is flipped and rotated. It's quite difficult to figure out.

    So can your asset do this?

    I want a full screen display render of the device camera feed.

    Thanks!
     
  33. blamejane

    blamejane

    Joined:
    Jul 8, 2013
    Posts:
    233
    Is there support for this asset?
     
  34. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Have you tried the developers email address?
     
  35. PaulGK

    PaulGK

    Joined:
    Dec 1, 2016
    Posts:
    27
    Help please.
    I am a beginner and have imported Pro3D camera into my project but I am unable to find the editor window? I have followed the instructions and attached the scripts to my player and changed from the default main camera to the included main camera prefab, and added the camera data manager as instructed.
    I believe it is working to an extent as I get a nice fly around as I start my project which isn't there when using Unity's default camera. However I am unable to set anything up without the editor windows shown in the instruction videos.

    I have also tested with a blank new project but again the Pro3d camera editor window doesn't show?

    I am using Unity 5.5.0f3

    Any ideas please?
    Thank you.
     
  36. PaulGK

    PaulGK

    Joined:
    Dec 1, 2016
    Posts:
    27
    I emailed Darren the developer at the same time as posting the above message in the early hours of this morning.
    He replied this afternoon and pointed out where I was going wrong.
    Absolutely thrilled with his support and solution in less than 24 hours.

    A big thumbs up from me :)
     
  37. renaissanceCoder1

    renaissanceCoder1

    Joined:
    Apr 8, 2015
    Posts:
    127
    For anyone experiencing issues with the view of the custom editor window, I am working with Unity to understand the cause. It appears as though there are editor view issues with version 5.5 on mac devices.
     
  38. KeithBrown

    KeithBrown

    Joined:
    Apr 1, 2017
    Posts:
    185
    I too am having issues with seeing the editor window and I am not on a mac but on a windows machine using 5.5.2. How do you bring the window up if it is not showing?
     
  39. Rod-Galvao

    Rod-Galvao

    Joined:
    Dec 12, 2008
    Posts:
    210
    Hi All,

    Does the RTS camera support panning when the mouse reaches a screen border?

    R.
     
  40. Mantra-Games

    Mantra-Games

    Joined:
    Nov 27, 2012
    Posts:
    155
    Interested in your camera, does it support paths/rails for the camera to follow and switching views or zooms on an event? Cheers.
     
  41. combatsheep

    combatsheep

    Joined:
    Jan 30, 2015
    Posts:
    133
    Hi,
    How can I display the "Pro 3D Camera" Window?
    I can't use this asset.

    MacOS Sierra
    Unity 5.5.1f1
    Pro 3D Camera 3.1.0

    Thanks.
     
  42. combatsheep

    combatsheep

    Joined:
    Jan 30, 2015
    Posts:
    133
    It's solved myself.
    It's displayed by clicking 'Settings' button on Camera Control (Script).
     
  43. Rami-Awar

    Rami-Awar

    Joined:
    Aug 27, 2014
    Posts:
    2
    Hi there! I just bought the pro 3d camera package, and I'm wondering how I can make my mouse movements directly translate into orbiting, without the key presses middle steps. In other words, moving the camera around like Dark Souls joystick controls for example. Thanks in advance!
     
  44. Rami-Awar

    Rami-Awar

    Joined:
    Aug 27, 2014
    Posts:
    2
    Actually I found the solution nevermind! I took the input from my joysticks and put that instead of the MouseX and MouseY, and took out the condition mouseOrbitInput. Then I made the auto return only apply if I'm moving, and Tadaa same as Dark Souls camera! Great product!
     
  45. BitGamey

    BitGamey

    Joined:
    Jun 11, 2016
    Posts:
    52
    Does anyone have this running ok under Unity 2017.1? I have seen the last few reviews of the asset saying that there is no contact available any longer yet the dev's other assets are still being updated. I will reach out to the dev via eMail if no response here. Seems like the last couple of customers that had issues resolved them themselves.