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Questions tagged [camera]

Game worlds are viewed from a camera, which is the viewpoint from which the game world is observed from.

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Relevant to this issue are two MonoBehaviour scripts: Actor and Player. ...
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I am trying to make a camera system for a 2D platformer, with three camera modes to begin with: Follow, normally following the player Horizontal: Y is set, X follows player Static: Locked to a certain ...
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I am learning about the graphics pipeline. My understanding of the view transformation is that you: First create a normalized, separate coordinate system for the camera, based on its position and ...
Jared Kosiba's user avatar
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I'm making a 2D game in Unity that is set-up in 3D similarly to Enter the Gungeon, where I have an orthographic camera rotated 45 degrees. This makes sprites look wrong and I've seen two main ways to ...
Volcanis's user avatar
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Assuming I have a spline that I want a camera to follow, is there a simple way to compute the orientation of the camera such that its optical center aligns with the vector defining the derivative of ...
maxical's user avatar
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I'm experiencing unexpected camera behavior while implementing a camera shake effect in my first-person project. After adding the camera shake, the camera is not behaving correctly (the camera is not ...
Михаил Байраков's user avatar
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Finished this great tutorial on skeletal animation: https://learnopengl.com/Guest-Articles/2020/Skeletal-Animation All works as expected, no issues! Here is what matrixes I use to achieve skeletal ...
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I'm using Godot/Redot for my game development but so far this happens when camera projection is orthogonal, there's unknown light following the viewport when the camera is moving. Here's the example ...
KZulfazriawan's user avatar
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I am trying to work with two monitors; I want to have two cameras in my scene, such that each camera projects to a different monitor. I tried to follow this guide, which says that I have to change the ...
Erel Segal-Halevi's user avatar
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I am working on a 2D RTS game in Unity. One thing I want to represent is a minimap indicator that shows the camera's viewport. I got it working, but it doesn't reflect how the camera is occluded by ...
Evan Smith's user avatar
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I'm trying to set up a system in UE4.27 where I can switch between 2 characters. It works but when I tried to include a camera blend, it still switches character but the camera just jumps and doesn't ...
Kevin Nisbet's user avatar
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I am currently developing a 2D game in Unity, and I'm having an issue with moving coins to a specific position in the UI Canvas when they are spawned. I want the coins to animate from their spawn ...
Javier Triviño's user avatar
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I want to implement a toroidal world (all edges "wrap", the map repeats infinitely across its edges). My world is basically a 2D rectangle (it's a 2D game) divided into a grid. The part I'm ...
Ezequiel Kees's user avatar
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I have a green circle: Inside the circle, the white frame moves to wherever P, the projection of the targets 3D position into a 2D point, is. However, outside the circle, the frame will move to the ...
KING MOOSE's user avatar
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I have a shader attached to quads that I'm generating far away using script. The quad is capable of keeping the color when camera is moving however the color becomes white when camera is still. I can'...
Shromi's user avatar
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What is the concept of a "camera" in game development? It seems that OpenGL and Vulkan don't explicitly have a concept of a camera. However, engines like Unity, Unreal Engine, Godot, Flutter ...
shingo.nakanishi's user avatar
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I am trying to understand the camera API (applicable to perspective camera ONLY) of LiBGDX. It really does not make sense that you can call rotate and translate on many different properties of the ...
i_o's user avatar
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I am using AddForce() to make a ball move around the scene. The camera follows the ball at a fixed position. This is my camera script: ...
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I'm trying to make a movement system in my game where you click the mouse and your model moves towards where you clicked on the landscape, my understanding is the normalized screen coords go from [-1,...
jade22's user avatar
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So I'm trying to create a zoom function for my 2D camera. The best result I've got so far is: But something still feels off, and I just can't seem to pinpoint it. My code currently, which simply ...
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So I have an empty object called player with the PlayerMovement script and a rigidbody. I have the main camera and player visual as childs of it. The movement works ...
MrV's user avatar
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I'm trying to make a camera like scooby-doo game. Example: https://youtu.be/mkxm7-uw_uc?si=VpywD2wHJGAChw9N&t=238 It seems to be a 3rd person camera but its not always attached to the player. Its ...
anderlaini's user avatar
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I have a dataset containing 2D images of telco towers and metadata. Each 2D image has 3x3 rotation matrix which provides orientation info about the drone when it captured the image. Now I have a 3D ...
Moiz Ghuman's user avatar
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I have an object meant to represent a player that I'd like to spawn in at runtime. Because it is instantiated at runtime, I'm not sure about how to get the main camera in my scene to follow the ...
NJJ_002's user avatar
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How can I make the camera move further away from the player according to player's speed? So, the camera is at default distance, but when the player catches a boost (increases speed), the camera ...
jukvox's user avatar
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My player is jumping on sticks, endlessly going upwards, and if they fall, it's game over. I want the camera to follow the player only when they move up (ie. only on Y axis), not down. If they move ...
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I need help on something I'm struggling with very much. I am working on a TouchDesigner patch where I have a Camera COMP with rotation on x, y and z axes. I need the formulas to convert such rotations ...
Alessio Mastrorillo's user avatar
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I've searched everywhere and can't really find a good answer... Even with my near clipping plane set to 0.01 the objects are clipping too close. Tried to get a view where you can see it clipping a ...
Mashimaro7's user avatar
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I've run into a curious issue when implementing ray picking in my game engine. It seems the Z coordinate of the Projected matrix has to be ever so slightly more than ...
Josh McCord's user avatar
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I've attempted looking into this via. the Unity Manual, and even posts on the Unity forum, although I've found nothing. I have already tried checking Occlusion Culling and general Object Culling. I've ...
Lee's user avatar
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I have a Main Camera object set up like the screenshot below: And another game object with Cinemachine Brain. So, this way the main camera works but the timeline cinemachine tracks doesn't switch ...
anderlaini's user avatar
2 votes
1 answer
758 views

I created a new camera in Unity's 2D mode, and for some reason it's being set as the main camera, despite not being tagged as such. The original main camera is in fact tagged as "main camera"...
Jimbojaggi's user avatar
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When I use SceneManager.LoadScene() to switch between scenes the result of lighting in loaded scene is wrong. However if I open the scene solely the lighting ...
Simp Guy's user avatar
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I need to create camera movement tracking the clipper hair like this: I already have a script for the movement of the tool. I'm using Snapping Player to the Surface of an Object of this pos How ...
Lưu Anh's user avatar
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255 views

I want to code a real time cutscene editor in my engine but I couldn't find any pdf documents or websites explaining it in detail. Is the cinematic scene file loaded with instructions like ...
user23344561's user avatar
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146 views

I'm attempting to set the camera position in Unity through code. I have a simple 2D game and there's not much programming so far. I've attached a script to the camera, and in that script I've added ...
Nightmare Games's user avatar
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I found this post for designing a camera system the post mentions having a manager where you could register and set different cameras such as debug, player, script, etc and I kind of like this ...
Konjointed's user avatar
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After my character spawns, the camera just stays in the same place. How can I solve that? Here's my code: ...
TheEpikDuck's user avatar
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I am currently working on an interactive game in Unity 3D where, upon pressing the "E" key, the player character interacts with an NPC. During this interaction, I aim to implement a camera ...
Cezar P's user avatar
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I am working on a 2D isometric perspective game using SDL2 and I would like to implement the ability to pan the map when the right mouse button is held down. I was wondering what is best way to set ...
lancen's user avatar
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I'm making a racing game "on rails" that utilizes generated map (similar to outrun). The map is made out of chunks that appear every time player crosses a Trigger area on the chunk that is 3 ...
NationalGeographicProgrammer's user avatar
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Brief Description: I have a RB based character controller that I want to move along with my Train platform (non physics based) when the player steps on it. Main Problem I manage to make the player ...
Vav Avagyan's user avatar
2 votes
1 answer
105 views

In unity you can do: Camera.onPreCull += OnPreCullCamera; void OnPreCullCamera(Camera3D cam){ //... } But in Godot I don't know what the equivalent is. How do you ...
Ethan's user avatar
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I have a given infinite camera frustum defined by four planes, each defined by a normal (left, right, bottom, top). From those planes we can also easily get the camera position and the view direction. ...
Lukas Kalbertodt's user avatar
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I need a camera follow script to chase a moving ball. I've attached the script below to my camera, but when the ball turns left and right the camera does not turn ...
Haseeb Ashraf's user avatar
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1 answer
322 views

In world space, I have an axis (eg. [-1, 0, 0]) and a point (eg.[2,5,1]). I also have a 4x4 viewmatrix. Now I want to transform that axis and point in camera frame. I am getting really confused. Does ...
Anmol Gupta's user avatar
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Coming from this topic I have a Model-View-Projection Matrix obtained from a Camera Calibration method, from where I want to render the scene: ...
Bontempos's user avatar
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Typically, conversion methods from world to screen coordinates and vice versa use a camera to perform these calculations, so I'm wondering how does GetWorldCorners ...
Serg's user avatar
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This is the code I use to display the camera's footage inside my app: ...
Tudvari's user avatar
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In the following image, you can see the camera settings of Unreal Engine. Suppose you have a scene. How can I setup the camera dimensions to match perfectly, and ready to export, an Amazon ebook ...
M.N.Raia's user avatar
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