I followed the camera tutorial over and over and it's not following my player. Won't even look at the player when he spawns
'Camera Controls
The built-in camera controls offer:
Follow
The camera follows the player.
This is the default control when creating a new project.
Look At
The camera looks at the player (without following).
Mouse
The camera follows the player, the position can be changed by mouse/touch input.
First Person
The camera is linked to the player, the looking axis can be changed.
We’ll use the Mouse controls, so change the following settings.
Type
Select Mouse.
Distance
Set to 10.
Height
Set to 15.
Minimum Height
Set to 5.
Maximum Height
Set to 30.
Height Damping
Set to 2.
Use Click
Enable this setting.
The camera can be changed using the mouse.
Mouse Button
Set to 1.
This is the right mouse button.
Mode
Select Move.
The camera position will be changed when the mouse is moved (while being pressed).
Allow Rotation
Enable this setting.
The camera can be rotated.
Start Rotation
Set to 0.
Rotation Damping
Set to 3.
Rotation Factor
Set to 1.
You can use negative values (e.g. -1) to invert the rotation.
Allow Zoom
Enable this setting.
The camera can zoom in and out (i.e. change the height).
Zoom Factor
Set to 1.
You can use negative values (e.g. -1) to invert the zoom.
Zoom Plus/Minus Key
Select None.
We’ll zoom only using the mouse.
Limit Change
Enable this setting.
The camera change is limited to either rotation or zoom, not both at once.
And that’s it – click on Save Settings and close the ORK Framework editor.'
......is there something additional I need to do that wasn't stated in the tutorial?
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Are you using any special scripts on your player?
In the editor under base/Controls/ Player Controls, did you check Use Camera Direction --Vertical Axis is Vertical and Horizontal axis is Horizontal and you set those keys up in Base/Control/Input Keys?
Yes I'm using my own player prefab. My player is tagged as 'player' and my camera is tagged as main cam as well.
Right now I'm not using any special scripts on the player. I didn't check the last part with the Base/Control/Input Keys. I'm at work now (night shift) so I'll confirm tomorrow.
BTW, I know this has something to do with events but how to I disable the field cam/player controls to a battle type cam and player control just for battles. Also, for real time battles I don't want a battle zone. Can I just have a collider trigger on the AI so when I'm close to him we can do battle...wherever the AI is?
Wait for Gil. :)
Gil...I'm waiting for your input ;-)
I prob have had the most questions the last week but that's only because I just bought the asset. Please bear with me; the sooner I clear up these initial things the quicker I can be more independent. Thanks to you and Catacomber for the help so far.
I will start off with what you suggested first, maybe I'll have it somewhere close by so they can go pick it up :) thanks!
Gil will most likely answer your questions better than I can though. : )
If that's not the problem, check if the camera controls are blocked - select the '_ORK' game object in the scene hierarchy in the running game should state that info in the inspector.
Regarding the control blocks and battles - there are settings for that in all different battle system types. Also, you can use the event system to add/remove components and add/remove them to the control block lists.
And yes, you can add Real Time Battle Areas to your enemy prefabs to have the battle only be around them :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!