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If the player has unique animations based on wall awareness, then you can use the State Driven Camera to link those animations with over the shoulder left/right cameras. Let us know if you see room for improvement there.
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I can say the collision system in Cinemachine now is super powerful and the best I've ever worked with - huge props to Gregory for that. I actually designed the camera system in Frostbite years ago, so maybe there's some of my old stuff in there! I'm not sure what's in BF now so I can't comment directly. The collision avoidance is most certainly different for BF than ours. not from the player's weapon, but this has issues too if your character or camera can be behind a wall when the other one isn't. Often the bullet magically comes from the camera Z right down to the center of the screen. Otherwise I'd suggest having the camera recenter on the character direction - we've built our Freelook 'Recenter to Target Heading' functionality specifically for that, with controls to recenter based on character direction, velocity, or be world relative.Īiming at the screen is also a really setup dependent one, depending on things like the above and if you have things like sniper scopes, compositional changes when using weapons. Sometimes one analog does character movement and the other camera, in a controller type setup. Rotations - depends on how you plan to do inputs. Hi, please forgive the delay, things have been hectic. Hey, are you shooting from the weapon or the centre of the screen? I've been lucky enough to make them for a few games and am happy to share more info and challenges on this topic. You can blend to the pushed-in targeting camera as simply as putting the aim animation into the CM State Driven Camera module and calling a pushed-in version of the free-lookģrd person action / shooters are actually my favourite camera class. There's examples for free-look, collisions and State Drive Cameras - a way to trigger different camera behaviours based on animations. Have a look at the example scenes in the latest CM on the Asset Store. We've built modules specifically for these problems and this game genre. Outside of the impulse/shakes (coming soon!), CM can definitely do the rest.
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Pushed-in aim camera when in targeting mode There's number of things going on with the Battlefront camera, here's a brief list.
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