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Recreation of Unreal's Spring Arm Component in Unity.

Spring Arm Component is a solution for cameras to expand/retract based on gameplay situations. Typically when you add a Camera to a character for the purposes of creating a third person perspective. Spring Arm automatically controls how the camera handles situations where it becomes obstructed by level geometry or other objects in the level.

Features

  • Multiple collision detection using Raycasts
  • Collision test resolution for different levels of preciseness
  • TPS camera movement integrated
  • Takes a minute to setup
  • Fully commented code for better understanding

Getting Started

Set the “Tool Handle Position” to Pivot mode for this to work correctly.

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Just drag and drop the SpringArm prefab from Prefabs folder to Hierarchy and delete your existing Main Camera or alternatively create a new GameObject, add SpringArm Script to it and make your Main Camera the child of this gameobject.

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Usage

  • Target : The gameobject (Transform) which SpringArm has to follow.

  • Movement Smooth Time : The camera lag time while following the target.

  • Target Arm Length : Maximum distance to which the camera can move to behind the target. (Red line)

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  • Socket Offset : Offset for the camera from the SpringArm (Socket is the position where camera will be).

  • Target Offset : Offset of the SpringArm from the target.

  • Do Collision Test : Turn On or Off collision tests.

  • Collision Test Resolution : The count of rays raycasting from the SpringArm position to Camera position also referred as probe.

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Resolution - 4

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Resolution - 20

  • Collision Probe Size : Radius of collision (Green sphere).

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  • Collision Smooth Time : The camera lag time while moving for collision tests.

  • Collision Layer Mask : The layer mask for collision tests.

  • Use Control Rotation : To turn on/off the mouse input for rotation of the spring arm.

Note : All the gizmos shown in above images can be turned on/off for debugging
purposes under Debugging Header.