You can activate and deactivate cameras if you can get a hold of the object that holds them.
So If you had a script which kept track of all the cameras in your scene then you could switch cameras easily. For example here is a function which would go through an array of camera objects and turn a certain one on (based on the index sent to it).
You could use this function by calling it with a message
or by outright calling it
You just need to get hold of the instance of the script it's in
answered Apr 02 '10 at 01:55 PM
DastardlyBanana's answer would be more flexible, but i'll post my (very simple!) answer here anyway:
You could check for a collision with a collider and then enabled/disable your cameras, so:
Camera1 and Camera2 are assigned in the editor, or you could assign them with code.
answered Apr 02 '10 at 02:02 PM
Thanks because I've just looked at your answer I had a lot o thngs to do but it's not as interresting as your answer thanks to you 2!!
answered Apr 22 '10 at 09:19 AM