edited November 2013 in ORK Support
I've been pondering on the Camera Position feature.

I'm a fan of camera perspectives that change depending on where you walk on a field, as opposed to the backview perspective like that of Legend of Zelda. Since you've played Eternal Sonata, I'll use that game as an example. Would the Camera Position feature be the most effective way to do that?
  • Yep, that's pretty much what's it for, even. I believe the demo makes use of it, or at least the old ORK1 demo did.
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  • Yes that's what'sthrowing me off. The ORK2 demo doesn't utilize those dynamic camera movements, so I wanted to make sure. That was basically what I wanted, but I don't know how to do it for the framework.
  • edited November 2013
    Well, the current demo is very basic and will be replaced by the finished game tutorial (once it's finished :D).

    You can still use the same method as in the ORK 1 demo - create events that use a camera position (or use the position/rotation of a game object) and add them to the scene with Trigger Enter event interactions.
    Of course you need to add a No Camera Control component to block the default camera control :)

    I'm planning on adding a simple camera event for scenes - don't know if this will make it into the Framework before the end of the beta phase though.
    Post edited by gamingislove on
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