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[RELEASED] Game Camera: AAA camera solution

Discussion in 'Assets and Asset Store' started by reindeer-games, Jun 17, 2014.

  1. reindeer-games

    reindeer-games

    Joined:
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    Posts:
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    Hi,

    I tried to multiply Time.deltaTime with Time.timeScale everywhere in the code and it seems to be working, you can try yourself and see if it works for you:

    search for "Time.deltaTime" and replace it with "Time.deltaTime*Time.timeScale".

    If it works for you I will integrate it in the next udpate.
     
  2. Wiseman17

    Wiseman17

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    Heh, not that it did not help at all... the "obstacle related" jerks gone with that modification... but not the way, I would expect :) The thing is - after this change the camera behaves normaly when timeScale is 1, but... is completly ignoring the obstacles when the timeScale is 0.05 for example...

    Found a good short example of the issue (sources before your proposed change) in my current demo video (time 2:29):

    Wait for the "Hack View" to be turned on (it is slowmo'ed)... than I'm pointing at the right big orange column and the camera starts to collide with an obstacle to the left. You can see 3 distinct jerks up. When camera is away from the obstacles everything is fine.
     
  3. Wiseman17

    Wiseman17

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    Update: turns out camera ignored collisions in slow-mo even before that proposed change... The thing is - it depends on the speed of the movement. If I'm moving mouse fast the camera "blinks" through the wall in slow-mo. So I would say - your proposed edit does help - removes part of those jerks.

    Did not fix the jerks caused by running though. When I'm accelerating or decelerating after the sources change the behavior is the same - jerks.

    Thanks.
     
  4. reindeer-games

    reindeer-games

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    Hi,

    try to set fixedDeltaTime as well, it is recommended in the doc:

    http://docs.unity3d.com/ScriptReference/Time-timeScale.html

    example:

    Code (CSharp):
    1. Time.timeScale = 0.5f;
    2. Time.fixedDeltaTime = 0.02f*Time.timeScale;
     
  5. arissanen

    arissanen

    Joined:
    Dec 2, 2015
    Posts:
    1
    Hi!
    I am using your 1st person shooter from Exploder and the zombie characters from GameCamera, I would love to use the zombie characters and have them chase after the first person shooter. I've created a nav mesh but the zombies stand in their idle position but do not move or attempt to attack. How can I make the zombies attack the first person controller?
    Thanks!
     
  6. reindeer-games

    reindeer-games

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    Hi,

    it is possible with a little bit of coding. The zombies won't attack because they only attack a Player (game object that is registered as a player in GameCamera). So what you need is to create a simple class ExploderPlayer derived from HitEntity and register it as a player:

    Code (CSharp):
    1.  
    2. using RG_GameCamera.Extras;
    3. using RG_GameCamera.CharacterController;
    4.  
    5. public class ExploderPlayer : HitEntity
    6. {
    7.     void Awake()
    8.     {
    9.         EntityManager.Instance.RegisterPlayer(this);
    10.     }
    11. }
    12.  
    Assign this script component to the Exploder player object and the zombies should start attacking.
     
  7. Konstantin_Plashkevich

    Konstantin_Plashkevich

    Joined:
    Jan 31, 2015
    Posts:
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    I have the same problem, but it's not so easy. When i compile scnen in first time zombies follow me, but if i reload scene they can't see me.
     
  8. Konstantin_Plashkevich

    Konstantin_Plashkevich

    Joined:
    Jan 31, 2015
    Posts:
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    Please help, i spent too much time to solve it & get no success. When i restart scene EntityManager.Instance.Player becomes = null and enemies don't see player!
     
  9. xtomyserrax

    xtomyserrax

    Joined:
    Nov 16, 2015
    Posts:
    75
    Hi! How are you?

    Well, first i want to say happy new year for you. Then: I bought your asset yesterday and i have read your document explaining it.
    I love the system and i am going to use the Third Player Camera, which is the more appropiated for my game.
    Why i am here? Well i have some questions of things i need to do:
    1. Animations: as i am going to use a character different of yours, i need to change the animations to fit with mine. I have tried editing the animation you use (i mean, to delete for example your walk and add mine there) but I couldnt. So... how can i replace your animations with mine and leave the configuration of the animation system as it is? Do you recommend me a way of editing the animations? (I havent found this on the document)
    2. The system of walking an aiming is perfect. The only thing i need to change is that i want my character to have the possibility to walk backwards aiming where he is without pressing the aim button. Is it possible? I mean, i want my character to be always aiming where he is looking, and to shot by only clicking one button (the shooting one), not 2 (aim and shooting).
    3. How can i delete the "zoom" when the player aims? As i want the player to be always aiming, i want the Third Camera to be where it is always and not to zoom where the player aims. I want to make the moving system like this video:
    I am helping my same with that asset to make my game, but your camera system is better so thats why i am using it.
    If you see, the movement of your asset and that one are similar. But they have some things i would like to change and i think you can notice them in the video (aim, movement backwards and not zoom)

    If you could help me thanks! Sorry if i have grammar mistakes and if you dont understand i will try to explain it better!
     
  10. reindeer-games

    reindeer-games

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    Hi,

    you have to register player once again when you restart your scene. For example in GameCamera's player class the registration is made in Player Awake method:

    Code (CSharp):
    1. protected override void Awake()
    2. {
    3.        base.Awake();
    4.        EntityManager.Instance.RegisterPlayer(this);
    5. }
    6.  
    Just make sure you register your player when you restart the scene again, is it possible that your player doesn't get restarted when you switch the scene? In that case just call the RegisterPlayer method on the level load and you shouldn't have any problem.
     
  11. reindeer-games

    reindeer-games

    Joined:
    Mar 5, 2013
    Posts:
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    Hi and happy new year to you!

    1. Replacing just animation files might not be enough. To have perfectly animated character controller, you have to start from animation tree in Mecanim. The best way to start is to gather all your animations and create a new animation tree. You can use the old one as a reference. This will take some time, you have adjust blending/transition times. But thanks to Unity you can do everything inside the Mecanim window and you don't have to touch the code. I didn't mention this in documentation because this is usually job of animator; the example character controller was put together from the Unity sample demos and you can use it as a starting point. When your character looks good in Mecanim you might (or not) need to adjust some code in AnimationController, especially the method UpdateAnimator() where are all the triggers from Mecanim.
    2. You can do this for example by setting the aim input permanently to true. Open file ThirdPersonInput.cs, locate line 60 and replace it with this line:
      Code (CSharp):
      1. //SetInput(inputs, InputType.Aim, aimAxis > 0.5f || aimButton);
      2. SetInput(inputs, InputType.Aim, true);
      3.  
    3. You can change the zoom in camera settings, click on ThirdPersonCamera object and select Aim configuration. Than you can change the FOV and distance same as in default mode and the camera will not zoom anymore.
    Hope this helps! Let me know if you have more problems.
     
    xtomyserrax likes this.
  12. xtomyserrax

    xtomyserrax

    Joined:
    Nov 16, 2015
    Posts:
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    Hey thanks!

    About my first question: As i am a begginer with Unity and codding, i find a bit difficult to make animations. I have my character animations, but your animation system is rather a little difficult to make (for begginers) but it works perfectly.

    About my second question: I did what you have told me, but i still have to press the TAB to unlock the aim. How can i disable this?

    About my third question: I tried changing the FOV and Distance but the camera is here:

    PD: I tried chaging the FOV and the distance to 20 or 10 but the camera is in the same place (i remembered to put the SAVE button). I think this happen because the camera is in aim mode, and that mode zooms your image to make a clear shot (I want to disable this zoom, how can i do that?)

    Thank you!
     
  13. reindeer-games

    reindeer-games

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    Hi,
    1. to lock the cursor:
      lock_cursor.jpg


    2. to change the aim settings you have to select aim configuration:
      aim_config.jpg


      If the Aim still doesn't work for you for some reasons you can disable it directly in the code. In Player.cs disable line 279 like this:

      Code (CSharp):
      1. //mode.SetCameraConfigMode("Aim");
    Best,
    RG
     
    xtomyserrax likes this.
  14. xtomyserrax

    xtomyserrax

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    Worked perfectly! Thanks for the support!
    Now i am going to work with the animations. To disable the AIM animations and just use the Walking, Idle and Death... I have to disable the animations from the Animation Controller code?
     
  15. reindeer-games

    reindeer-games

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    I think I completely misunderstood, if you want your character to be able to walk, idle and die and not aim at all, you don't have to edit animation controller. You can just pass the aim variable from Player object with false value. The Player class is reading input and passing it to animation controller, so if you pass false the aiming animation won't be triggered.

    In the bottom of Player.cs class look for Move function and set aim = false. That should disable the animation.
     
    xtomyserrax likes this.
  16. xtomyserrax

    xtomyserrax

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    Oh perfect! And also i can do that with the jump animations, the running ones and the crouching oneS?

    Thanks :;D
     
  17. reindeer-games

    reindeer-games

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    Yes, you can modify the values in the Move function.
     
    xtomyserrax likes this.
  18. xtomyserrax

    xtomyserrax

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    Sorry for annoying you so much. Well, i disabled some animations (The aim one and the crouch one)

    But my character (with that animations i disabled or without them) acts like this:



    Code (CSharp):
    1.                 aim = false,
    2.                 camMove = move,
    3.                 crouch = false,
    4.                 inputMove = moveInput,
    5.                 jump = jump,
    6.                 lookPos = lookPos,
    7.                 die = IsDead,
    8.                 reset = reset,
    9.                 smoothAimRotation = false,
    10.                 aimTurn = false,

    If you see the picture, you can notice that my player is walking. I have edited (not created a new one) your animation system, and changed your animations with mines (I put my walking, running and dying animation). The animations work well, but when the character walks he is like that (curved) and when he dies too, he dies being curved.

    Also, how can i make my player to walk backwards? Because in image 1 you can notice i am looking at the cop, but the player is not, just the camera. I want the camera and player to look at the cop and I want the player to keep walking where he was. Do you understand me?

    Thanks for the help your are giving me and sorry for being annoying. If i can make this animations work, i dont think i will have more things to annoy you. Thanks again and sorry!

    PD: I reviewed your asset, you are the best. You deserve the 5 stars and more if they exist!
     
    Last edited: Jan 5, 2016
  19. reindeer-games

    reindeer-games

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    Hi,

    if your character is curved it probably means that the animation does not fit your character/skeleton. Did you replace all animations or just some? Because the skeleton of your character can be different from the skeleton of default character controller.

    To walk back, do you have animation for walking back? I am guessing you don't want to turn your character, but just walk backwards.

    This is being complicated and confusing as I don't know if I am helping you in the right direction, maybe you can zip your asset folder with your character and simple scene without any additional content (small size) and send me a link to download (for example drop box).
     
    xtomyserrax likes this.
  20. xtomyserrax

    xtomyserrax

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    I didnt change all the animations. When i deleted the ones i didnt have to use, the play mode was a lagged.

    To walkback i dont have animation, i want this: I am walking normally, so i decide to shoot a cop but keep walking there. So i aim the cop and i stell keep walking where i was (it is "backwards" because i am walking where i am not seeing.) I dont know if you understand what i am saying, it is difficult to express.

    Oh okay, shall i send you the link in a private space? Do you have skype or i send it via private message?

    Thank you very much for your help. And sorry for my weak knowledge in all of this.
     
  21. reindeer-games

    reindeer-games

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    Private message with link is just fine.
     
    xtomyserrax likes this.
  22. xtomyserrax

    xtomyserrax

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    I have sent you the link in a private message! You will have to import the Game Camera asset yourself because it was too heavy. (In the scene the prefabs of the Game Camera, Character Controller are added)
     
  23. xtomyserrax

    xtomyserrax

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    Did the link work?
     
  24. reindeer-games

    reindeer-games

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    Hi,

    I got your link and downloaded your project. However there is a lot of work to be done and it is far beyond of support of GameCamera. Here are things that can help you to build your character:

    1) Animations, you need specific animations for your character, if you use animations from the sample character controller you will always have problem like you saw before, the character is 'curved' etc. Your character is a lego character and is too different from the soldier/humanoid. I recommend you to get some animations for the lego character and use them instead.

    2) Animation tree, the animation tree (mecanim) is just too big, and I don't think you need all the actions, I suppose you took it from somewhere else. I recommend you to start from scratch and add only animations you need. Basically you should be able to run your character only in Mecanim window with all actions (walk, run, shoot, ..) without touching the code.

    3) Lots of assets on the store have character+animations+tree in one bundle which is much easier to start with. And there are tons of tutorials over the internet how to construct Mecanim tree and make your character moving.

    4) Once you have your Mecanim tree ready I can help you with the code to plug it in GameCamera.

    Best,
    RG
     
  25. xtomyserrax

    xtomyserrax

    Joined:
    Nov 16, 2015
    Posts:
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    Thanks for answering, i will have a look again into creating my own animation tree.

    When i tried the first time, i had problems. I mean: I created an animation controller with the basics animations, but when I started the game, it was like lagged and the unity crashed.

    Then the lego characters i bought have their own animation controller, but also if i add them the animations wont work. Maybe because the conditions have differents names?

    Could you tell me how your weapon system works? I cant use any weapon despite the one your asset gives for shooting. What happens? I mean, i have my own weapon but in my character doesnt shot, now if i use your weapon in my character it does shoot. I have seen your scripts and in the game objects but i couldnt find how your asset recognizes the weapons. Could you tell me?

    PD: Your animation system works fine with me. My character is no longer curved (in the link i have sent you it works well, and not curved.). And with the animation system of the lego characters asset it works really lagged when using your system.
    All the animations i need work with your Animation Controller, the ones i cant get work are the aiming ones. I have changed the animation of aiming and it doesnt do it, i mean, the system says it is running the animation but you dont see the character making that animation.

    Thanks and sorry for having so much problems!:D
     
    Last edited: Jan 17, 2016
  26. wightwhale

    wightwhale

    Joined:
    Jul 28, 2011
    Posts:
    397
    Got this error when updating the game camera scripts.

    KeyNotFoundException: The given key was not present in the dictionary.
    System.Collections.Generic.Dictionary`2[System.String,RG_GameCamera.Config.Config+Param].get_Item (System.String key) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
    RG_GameCamera.Config.Config.GetFloat (System.String key) (at Assets/GameCamera/Scripts/Config/Config.cs:293)
    RG_GameCamera.Modes.ThirdPersonCameraMode.Init () (at Assets/GameCamera/Scripts/Modes/ThirdPerson/ThirdPersonCameraMode.cs:94)
    RG_GameCamera.CameraManager.Initialize () (at Assets/GameCamera/Scripts/CameraManager.cs:263)


    When I looked at the issue it appears the dictionary doesn't exist yet as it was empty.
     
    Last edited: Jan 28, 2016
  27. pjenness

    pjenness

    Joined:
    Mar 3, 2013
    Posts:
    52
    HI.

    Jsut bought this but instantly get errors. Even in clean scene with standard assets.

    Assets/GameCamera/Scripts/CharacterController/AIController.cs(72,19): error CS0246: The type or namespace name `AnimationController' could not be found. Are you missing a using directive or an assembly reference?

    ANy ideas what Im missing?
     
  28. FlightOfOne

    FlightOfOne

    Joined:
    Aug 1, 2014
    Posts:
    659
    Hi, I just purchased your Exploder and Camera Asset. Exploder works great! Unfortunately, Camera asset is far from working great for me.

    My game is setup so that when I right click, finds the mouse position, generates a path for the player. But when I right click now, the character stops. Game doesn't freeze, everything else works but, the character just stops. All the other inputs work. Here's the code:
    Code (CSharp):
    1. RaycastHit mouseHit;
    2.         if (Input.GetMouseButtonDown(1) && !Input.GetKey(KeyCode.LeftShift))
    3.         {
    4.             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
    5.             if (Physics.Raycast(ray, out mouseHit, Mathf.Infinity))
    6.             {
    7.                 if (clickDestination != mouseHit.point)
    8.                 {
    9.                     _mouseHitPosition = mouseHit.point;
    10.  
    11.                 }
    12.             }
    13.         }
    I have a feeling this might have to do with ScreenPointToRay? Please help, as of now I am unable to use this asset.

    Thank you!
     
  29. reindeer-games

    reindeer-games

    Joined:
    Mar 5, 2013
    Posts:
    547
    Hi,

    can you run example demos?

    There can be problems if you have Unity sample demos in your project folder. AnimationController is based on one of the Unity samples and things can messed up during import because Unity tries to merge these two files.
     
  30. chaneya

    chaneya

    Joined:
    Jan 12, 2010
    Posts:
    416
    RG,

    I'm working on a top down action based RPG for mobile and I'm enjoying getting to know Game Camera.

    Right now, I'm using RPG config with Input preset set to Custom and using Unity's GUI buttons to rotate and zoom the camera and using Easytouch for most gameplay operations. Once I get further into development and start deploying to mobile devices for testing, I'll be using Custom preset with EasyTouch to do camera movement using pinch to zoom and two finger rotate and a single finger to pan the camera.

    My question is I would like to be able to rotate, zoom and reposition/pan the camera while the game is paused (timescale = 0), similar to what some RTS strategy turn based games allow. I realize this is an unusual request since most games pause the camera when everything else pauses.

    I'm wondering if you have any thoughts on how this might be accomplished. I'm assuming if it were to be implemented , it would be done in CameraManager.cs.

    My other option is to leave timescale set to 1 and just freeze specific game objects in order to simulate a pause effect in the game while allowing camera movement.

    Thanks for any thoughts you might have.
    Allan
     
  31. reindeer-games

    reindeer-games

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    Mar 5, 2013
    Posts:
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    Hi,

    modifying the Time.timeScale will affect the whole game and all game objects, so even the camera will get frozen, and there are many game objects with standard MonoBehaviour update loop that are not updated from CameraManager so I guess it might be a bigger challenge. I would choose partial pause, which might be better for the future use in case you will want to update another objects.

    Perhaps introducing a pause()/resume() methods inside your base class and overriding them would be better.

    Regards,
    RG
     
  32. chaneya

    chaneya

    Joined:
    Jan 12, 2010
    Posts:
    416
    RG,

    Not sure if this is a bug but I am finding it impossible to get a reference to EffectManager. In all of your demo examples, you have classes in the RG_GameCamera namespace but of course my classes are not in your namespace. I've tried all of the available using options (using RG_GameCamera.Effects; etc. etc) and nothing works.

    I finally just changed your EffectManager class from private to public and that worked. My guess, since your other Manager classes are public, you just forgot to make EffectManager public.

    Allan
     
  33. Wiseman17

    Wiseman17

    Joined:
    Aug 17, 2013
    Posts:
    24
    Hi again, and sorry for long silence.
    Your advice above: http://forum.unity3d.com/threads/released-game-camera-aaa-camera-solution.252261/page-6#post-2404769
    regarding the slow-mo problems helped me a lot.

    Now may be you can give me one more hint - is it possible to remove the effect of timeScale on the "aiming" system of GameCamera? I mean - I'm not losing any speed while panning around the hero while the world around is moving slowly, but if I'm trying to aim the camera is taking very long to approach new position (according to the new timeScale...)

    I hope my explanation is not too muddy :D
     
  34. martensen7

    martensen7

    Joined:
    Aug 7, 2013
    Posts:
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    Hi, I am very satisfied with the game camera. I am usually using third person camera but recently I tried Orbit camera for another project. I just need to orbit camera around the object and pinch zoom in and out. I loaded the preset touch layout and all( pan,orbit) works but not zoom. Do I have to put control area for orbit on, for example, left side and zooming on the right side ? Can be orbiting and zooming on the whole screen ?
     
  35. Maeslezo

    Maeslezo

    Joined:
    Jun 16, 2015
    Posts:
    296
    Hello!

    I have been checking your asset and looks like pretty cool!

    Our game needs 3 screens. We haven been doing this with 3 cameras, each one with an angle between then. This simulate a vehicle front. Front Screen is front window, left screen is left window and right screen is right window. We are doing this with 3 cameras, each one a screen.

    Game camera supports something like this?

    Thank you.
     
  36. super-cypher

    super-cypher

    Joined:
    May 10, 2014
    Posts:
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    hi
    im getting these same errors as well. please could you tell me how to fix?

    thanks
     
  37. super-cypher

    super-cypher

    Joined:
    May 10, 2014
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    hi

    did you fix this? if so please could you let me know what you did.

    thanks
     
  38. reindeer-games

    reindeer-games

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    Mar 5, 2013
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    Hi,

    I already replied on email regarding the issue, but I post it here in case somebody else having the same problem:

    Those kind of errors are related to conflicting scripts in your project. You probably have a script called AnimationController or a similar script in your project already, most likely you have one of the Unity demo assets. AnimationController from GameCamera is based on the controller from Unity demo asset, it's not the same, there are some added features etc. And unfortunately when you try to import GameCamera to project that already have the Unity demo asset it tries to "merge" these files.

    Please check your project folder and delete what you don't need for your game. There will be probably something called ThirdPersonController or AnimationController, this is the conflicting Unity asset:

    https://www.assetstore.unity3d.com/en/#!/content/21064

    Unity also might have included it in "standard" asset folder.
     
  39. Quatum1000

    Quatum1000

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    Oct 5, 2014
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    888
    Hi,
    would it possible to setup the cam like in watch dogs on normal player movement (walk, run, crouch etc) ?
    An example
    :


    For me its the only solution on fps.
    Thanks, Q
     
    Last edited: May 30, 2016
  40. keifyb

    keifyb

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    Feb 12, 2016
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    just got it, any photon intergration scripts about?
     
  41. zeb33

    zeb33

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    Nov 17, 2014
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    Hi - am interested in this asset. Is it true it has issues if using unity terrain?
     
  42. Ruekaka

    Ruekaka

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    Sep 12, 2014
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    I was just on the way to purchase this asset, but this stopped me.
    What is the problem to fix this in your asset? Isn't it possible to fix this by using own namespaces or if this is a problem to prefix the class names?
    I'm a bit concerned as it is normally not a problem to have classes with the same name in a project.
    Any information is welcome.
    With kind regards,
    Ruediger Kabbasch
     
  43. angelpaul2407

    angelpaul2407

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    Jan 22, 2015
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    hello buy the asset Game Camera.
    I would like android mobile project in unity project c # + apk.
    Or used "Rotate Area", "ZoomArea" (RTS camera)?
    Thank you.
     
  44. angelpaul2407

    angelpaul2407

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    Jan 22, 2015
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    I have already solved thank you very much.
    only load RTSLayout! gameobject in GameCamera/MobileControls.
     
  45. tchris

    tchris

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    Oct 10, 2012
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    I didn't have issues. Those issues sounded like they were related to the near clipping being set to low. If so, that would happen regardless of what camera package you use. Even a regular unity camera can have that issue
     
  46. soloneer

    soloneer

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    Nov 23, 2010
    Posts:
    62
    What happened to the asset? Deprecated, have you stopped support on it?
     
  47. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    Just noticed the deprecation while updating other assets and curious as well...??
     
  48. reindeer-games

    reindeer-games

    Joined:
    Mar 5, 2013
    Posts:
    547
    Hi,

    yes, I deprecated the package, there will be no more updates and it is no longer visible for new customers.

    There are couple of reasons why I did that. First of all the sales in the last quarter are almost zero, secondly the asset is too complex to maintain and support all camera modes. The asset was originally made as a camera pack with multiple camera modes and effects with sample controller and input. However it went in direction where most of the people were requesting features/changes regarding 3rd person controller or AI navigation and not the camera itself.

    I decided to deprecate it and focus more on my other assets that need more attention. I will resume work on camera once I think of a better plan. Probably removing the complexity and break it down to "pure" camera modes without any "extras".

    For customers who bought this package:

    I will support critical bugs or other serious problems but I won't be working on any new features.

    Best,
    RG
     
    Ony and soloneer like this.
  49. soloneer

    soloneer

    Joined:
    Nov 23, 2010
    Posts:
    62
    I'm perfectly happy with you wanting to "relaunch" it just focusing on the core features and purpose of the asset. Feature creep can get really out of hand, sometimes the customer isn't right and you have to tell them what you're offering rather than incorporating everything they ask.
     
    Ony likes this.
  50. imgumby

    imgumby

    Joined:
    Nov 26, 2015
    Posts:
    122
    That's a shame.It's fine as is there was no need to incorporate things like AI :confused:.Hopefully it doesn't break next time Unity changes something in their code.
    good luck:cool:
     
    Ony likes this.