CMCharacter Modules 0.1.0

Third Person Orbit

Kind: Camera · Add Component: Character Modules > Camera > 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.

Inspector
▼Third Person Orbit⋮
CharacterCharacter (Character Motor)
Distance4
Pivot Height1.5
Collision Radius0.2
Collision MaskDefault, 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 Time0.15
Max Height Lag0.6
Keeping a focus in frame
Focus Lift0.6
Focus Shoulder0.5
Focus Aim0.35
Focus Blend Time0.3
The Third Person Orbit component in the Inspector, with its defaults.
Origin. Super Mario 64's camera (1996), and every third-person action game since.

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

PropertyDescriptionRangeDefault
CharacterCharacter to follow.None
DistanceDistance from the pivot to the camera, metres.0 or more4
Pivot HeightHeight of the point the camera orbits around, above the feet, metres.1.5
Collision RadiusRadius of the sphere used to keep the camera out of walls, metres.0.01 or more0.2
Collision MaskLayers 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 TimeSeconds the camera takes to follow a change of height, so stairs look smooth; 0 follows at once.0 or more0.15
Max Height LagFarthest the camera's height may trail the character's, metres, so long falls and lifts stay in frame.0 or more0.6
Focus LiftWith a focus (lock-on), the pivot rises this much, metres.0.6
Focus ShoulderWith a focus, the pivot moves this far to the right, metres (negative: left).0.5
Focus AimWith a focus, share of the way from the pivot to the focus the camera aims at, 0 to 1.0 to 10.35
Focus Blend TimeSeconds the camera takes to move into and out of the focus framing.0 or more0.3

Additional resources