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사용자 리뷰
정렬 기준
m
ehhh its fine
4 years ago
missingnumeral00버전 1.3.1d
its fine honestly the only thing that bugs me is the camera doesn't move with the player and you cant jump
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0
1
퍼블리셔 답변:
4 years ago에 답변됨
The asset is not a player controller; it's simply a camera dolly with some real-time controls to fundamentally implement a "flying effect" around a 3D environment at runtime. The point was to drop an asset on the primary camera, then click go to have those easy controls.
J
Only for people who take themselves seriously.
4 years ago
JeremWatts버전 1.3.1d
If you are only making a game then you may not need this exceedingly easy to use asset.
If you intend to sell your game you will get this and claim that other people who don't, don't know what they're doing.
이 리뷰가 도움이 되었나요?
0
0
S
Works!
5 years ago
SupKittyMeow이전 버전 1.3.0
I finnaly found a working camera move! Plus, its free!
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0
0
Huge thanks for that asset! I use it to make closeups in the trailer for my game. I recommend multiplying movement by "Time.deltaTime". Since in build it was running crazy fast , way, way faster then in editor with frame-rate limit 60 :D
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1
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퍼블리셔 답변:
6 years ago에 답변됨
"Time.deltaTime" is a great idea, I'll try to get the asset updated soon with the change.
t
Excellent Work
7 years ago
tiagodavi70이전 버전 1.3.0
Easy to plug and play, and has a simples documentation for usage, recommended.
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1
0
K
A good asset
7 years ago
Kelisei_Ventura이전 버전 1.3.0
I think this asset is very usefull but i see some problems, first, with q and z you move straigth or back, i change it in the scripts but ok this is not that problem, the problem i think is if you use with angles like 45 you have troblues to move because in case the camera go under de terrain.
Nothing more i only place it in an angle of 90 and it go fine.
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퍼블리셔 답변:
6 years ago에 답변됨
I was looking at this review recently and wanted to be clear that movement in Generic Move Camera is based on the angle of the camera. So Q/Z is a local up/down pan, A/D is a local left/right pan, and W/S is a local forward/reverse.
* If the camera is horizontal, then Q/Z moves up and down, A/D moves left/right, and W/S moves forward and backward horizontally.
* If the camera was pointing down, the Q/Z and A/D provide horizontal pans while W/S move up and down the Y axis.
For me, this produces a much more natural way to visualize and navigate a 3D scene. But as you pointed out, there are ways to modify the script to make Q/Z move up and down only on one axis.
As for going underneath the terrain ... the best the script can offer is an X/Y/Z limit to force the camera into a layer or box in 3D. If you want the camera to be smart enough to roll along the terrain, it's best to simply implement a collider on the terrain and a rigid body on the camera.
For others, the script works by calculating multiple movement vectors and rotations then merging them into a single movement vector and rotation that is applied to the camera. This allows the camera to be panning down and backward while rotating to produce very smooth transitions of all the vectors and rotations. When these are applied with other features such as Camera Leveling, X/Y/Z limits or using the horizontal pan modifier, the result can be faster than expected horizontal movements.
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