x


Make camera zoom into player when player enters building

Hey all, I need some help. I'm working on a 3rd person game for school. Basically I want it so that when my player character enters a building that I have tagged as "Apartment", the camera zooms in closer to the player so that it's not floating around outside the building while the character is inside. Then I want it to go back to normal when the player exits. Any ideas on how to approach this?

I'm thinking it would have to be a trigger, or a collision test. I'm assuming something would have to go into the "Follow" script we have set up for the camera. Here it is for reference:

/* This camera smoothes out rotation around the y-axis and height. Horizontal Distance to the target is always fixed.

There are many different ways to smooth the rotation but doing it this way gives you a lot of control over how the camera behaves.

For every of those smoothed values we calculate the wanted value and the current value. Then we smooth it using the Lerp function. Then we apply the smoothed values to the transform's position. */

// The target we are following var target : Transform;

// The distance in the x-z plane to the target var distance = 15.0;

// the height we want the camera to be above the target var height = 3.0;

var heightDamping = 2.0;

var rotationDamping = 3.0;

// Place the script in the Camera-Control group in the component menu @script AddComponentMenu("Camera-Control/Smooth Follow")

function LateUpdate () { // Early out if we don't have a target if (!target) return;

// Calculate the current rotation angles
wantedRotationAngle = target.eulerAngles.y;
wantedHeight = target.position.y + height;

currentRotationAngle = transform.eulerAngles.y;
currentHeight = transform.position.y;

// Damp the rotation around the y-axis
currentRotationAngle = Mathf.LerpAngle (currentRotationAngle, wantedRotationAngle, rotationDamping * Time.deltaTime);

// Damp the height
currentHeight = Mathf.Lerp (currentHeight, wantedHeight, heightDamping * Time.deltaTime);

// Convert the angle into a rotation
currentRotation = Quaternion.Euler (0, currentRotationAngle, 0);

// Set the position of the camera on the x-z plane to:
// distance meters behind the target
transform.position = target.position;
transform.position -= currentRotation * Vector3.forward * distance;

// Set the height of the camera
transform.position.y = currentHeight;

// Always look at the target
transform.LookAt (target);

}

If anyone could help, that'd be great. :)

more ▼

asked Feb 07 '11 at 02:36 AM

katie88 gravatar image

katie88
36 3 4 5

(comments are locked)
10|3000 characters needed characters left

1 answer: sort voted first

Okay I have (briefly) read your question and I think all you need is a simple OnCollisionStay function for your tagged "apartment" collider (remember to check "is trigger") in which you move the cameras localposition to that which is more convenient (or transform.translate if you want a smooth transition) Seen as though you asked a while ago I wont go into detail, sorry I didn't get here sooner. If your still active then drop a comment in this answer box and I will edit it to be as much help as I can :)

more ▼

answered Mar 27 '11 at 10:48 PM

AngryOldMan gravatar image

AngryOldMan
2.5k 12 21 47

(comments are locked)
10|3000 characters needed characters left
Your answer
toggle preview:

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this question

By Email:

Once you sign in you will be able to subscribe for any updates here

By RSS:

Answers

Answers and Comments

Topics:

x2978
x980
x181

asked: Feb 07 '11 at 02:36 AM

Seen: 757 times

Last Updated: Feb 07 '11 at 02:36 AM