the Camera target is always at the ground level and does not lift off of the ground.
Kkulitorum
- 30 Jun
- Joined Dec 3, 2021
The preview version you emailed me works a lot better.
Thank you.
If you are updating the script, can you add a function to move the Y coordinate of the camera? - Like a mode where you move the camera target in a plane perpendicular to the camera view vector (camera->target) ?
Thank you
With this information I got to a usable result.
Thank you.
So is there any way I can hack it in the meantime? - I just want my initial view to look good, that's all.
Can I setup the start viewport somewhere else?Thank you.
Ok, I reimported everything, including Lean.
I replaced the init functions.
I then select the "TouchCamera" (only camera in my scene) and move it to:
-3.26, 10.35, -6.03
35, 38.19, 0
1,1,1And play.
Result:
-3.259782, 7.633153, -16.9334
35,0,0
1,1,1So I load your demo, "Camera Modes/Perspective_Only_Demo"
Select the "TouchCamera" and move it to:
10,10,10
30,30,0
1,1,1And play. Same result, camera is at:
10,5.73, 1.0
35,0,0
1,1,1Can you please fix it?
Ah, scratch the earlier comment about "CameraTopDownOrtho" - I pasted it in CameraTopDownOrthoEditor.cs
Still don't work though.
Hmmm, but then I get an error in cameraorthobase.....
Well, Disabling the "Camera Top Down Ortho" script form TouchCamera fixes it, and then it works.
- Edited
This makes no difference.
The code in CameraTopDownOrtho.cs does not compile, "CameraTopDownOrthoEditor.cs(11,33): error CS0115: 'CameraTopDownOrthoEditor.Init()': no suitable method found to override" But I dont use Ortho yet.
The code in CameraPerspective.cs compiles, but when it's run, initialRotation is (0,0) so it's not taken from the camera.
Mind you, in line 15 it says "public Vector2 initialRotation= new Vector2(0,0);"
Kulitorum
Anthony Any progress on this?
"On the component parameters"... What component? - what parameters?
If I select the "touch camera" component and set the camera there, it does not transfer to runtime. At runtime the camera is moved to 0,0,-10,0,0,0 even if I set other parameters.
How do I set the initial camera position and orientation?
Disabling "use mouse" makes it work on IOS, so I just added this to LeanTouch.cs:
void Start() { if (Application.isMobilePlatform) useMouse = false; else useMouse = true; }
And now it works on both platforms. (Use simulator disabled)
thank you.
Rotating on IOS does not work.
Just purchased touch camera pro, and it does not work on IOS under webgl builds.
Everything is OKish on PC, but on IOS it always translates, although I have rotation selected, and two finger shows three dots, but does not rotate the camera.
I would like to show you in a teams session, if that's possible, when you return from vacation.