This session is made for the camera movement method, the panel you may visualize in video will look like this:
“Update Angle”
This parameter is used to define when and how to update the camera orbit angle with chase target.
- Reset When Active
Reset is related to SwitchCamera(). selecting this the camera will always reset it’s angle to origin angle position related to chase target forward. - Update When Active
SwitchCamera() will no longer trigger reset, even player change that camera angle, later when they switch back to this camera preset, the same angle will remain. - Update always
No matter the camera preset is activate or deactivate, the input stream will keep update the orbit angle position for this preset, useful when developer wanted to synchronize multiple camera angle.
“Move Method”
to control the camera position movement method
- Snap
immediately teleport to destination camera idea position. - Lerp
create a smooth path toward destination camera idea position. - QuaternionLerp
have another name “SLerp”, create a smooth path toward destination camera idea position. with a little more curve effect (that’s what they said) - OrbitLerp
create a smooth path toward destination camera idea position, but ensure the orbit path are correct. Avoid pass through the target and remain the distance with chase target
“position speed”
this parameter are depends on “Move Method”, smaller amount will result in slow motion, higher amount will travel to destination faster.
“Rotate Method”
to control the camera rotation method
- Snap
immediately teleport to destination camera idea angle. - Lerp
create a smooth turn toward destination camera idea angle. - QuaternionLerp
have another name “SLerp”, create a smooth turn toward destination camera idea angle. - LerpUnclamped
save as “Lerp” but result in faster calculation, but because the value are inaccurate may create some undetectable camera shake.
“Angle Accuracy”, https://youtu.be/CQdjvrOSUTA?t=197
when player input steam turning the camera idea angle too far away your setting. (e.g. 90 degree.), the later input value will start to scale down (smaller)
and wait until the real camera angle to catch up the camera idea angle.
this will help to reduce the overturn and improve the input accuracy for continue input.
usually happen when “position speed” are setting too slow, and player input steam frequency are setting too high, the idea angle will easier overturn.
“Is Related Angle”, https://youtu.be/CQdjvrOSUTA?t=356
By Enable this feature, camera will actor like a child gameobject of chase target, when chase target start turn, camera will stay in the same angle related to chase target forward.
By Disable this feature, camera will not follow the chase target forward rotation, but still able to collide with “Clamp angle limit”, however if there are 360 degree, no angle limit, the camera will just stay in the same position as before.