Third Person Orbit
Orbits a camera behind the character and keeps it out of walls. The player sees the character and its surroundings.
A camera that orbits behind the character at a set distance, follows changes of height with a short lag, and keeps out of walls. The stick moves the character relative to it.
How it works
Orbits behind the character at the view angles and pulls in when a wall is between the camera and the character. While the character has a focus (a locked-on target), the camera rises and moves over the shoulder and aims partly toward the focus, so the character does not hide it. It follows changes of height with a short lag, so stairs and small hops look like a slope rather than a jolt per step. Swap it for another rig on the same camera to change the view.
Combine it
- Used by the presets: Arena Shooter, Competitive Shooter, Surf, Retro Platformer, Modern Platformer, Traversal Adventure, Action RPG.
Properties
| Property | Description | Range | Default |
|---|---|---|---|
| Character | Character to follow. | None | |
| Distance | Distance from the pivot to the camera, metres. | 0 or more | 4 |
| Pivot Height | Height of the point the camera orbits around, above the feet, metres. | 1.5 | |
| Collision Radius | Radius of the sphere used to keep the camera out of walls, metres. | 0.01 or more | 0.2 |
| Collision Mask | Layers that push the camera in. | Default, TransparentFX, 3, Water, UI, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31 | |
| Height Smooth Time | Seconds the camera takes to follow a change of height, so stairs look smooth; 0 follows at once. | 0 or more | 0.15 |
| Max Height Lag | Farthest the camera's height may trail the character's, metres, so long falls and lifts stay in frame. | 0 or more | 0.6 |
| Focus Lift | With a focus (lock-on), the pivot rises this much, metres. | 0.6 | |
| Focus Shoulder | With a focus, the pivot moves this far to the right, metres (negative: left). | 0.5 | |
| Focus Aim | With a focus, share of the way from the pivot to the focus the camera aims at, 0 to 1. | 0 to 1 | 0.35 |
| Focus Blend Time | Seconds the camera takes to move into and out of the focus framing. | 0 or more | 0.3 |