shurunxuan / IGME-601-2181-Team-C

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Refined Camera #23

Closed shurunxuan closed 6 years ago

shurunxuan commented 6 years ago

Trello URL: https://trello.com/c/fCZ3a6Wn/58-camera-refinement-2-points

Story to be tested: Refined Camera

Functionality:

Testing Instructions:

  1. Open Assets/Scenes/DemoScenes/Sprint3DemoScene.Unity
  2. Use the mouse or right stick to rotate the camera.
  3. Use the key 1 or A button to switch to first person camera.
  4. In third person camera mode, try some strange angle to test the camera collider.

Notes: If there are errors showed up, be aware to install the Cinemachine plugin from Window - Package Manager in the Unity Editor.

Markadelf commented 6 years ago

If we are adding a package like this, we should probably link the license terms for it. https://docs.unity3d.com/Packages/com.unity.cinemachine@2.2/license/LICENSE.html https://unity3d.com/legal/licenses/Unity_Companion_License?_ga=2.143321205.1569733184.1541344564-964806764.1539006058

These terms seem acceptable to me. Expect further review shortly.

shurunxuan commented 6 years ago

There are a whole bunch of parameters in Cinemachine scripts and I have tried to adjust those. The Cinemachine Collider has a parameter called "Effort to be made" or something like that. I adjusted it to its maximum but because our ceiling is too thin it still easily goes through it. I will try to fix this.

For first person view, the problem is that if we don't want it to clip into the wall or the floor, the body of the drone will be seen; if we don't want it to see the body of the drone, it will clip. I guess I'll turn off the mesh renderer of the drone when we enter first person mode in the following commit.

shurunxuan commented 6 years ago

@Markadelf Should we add some logic that when the drone is using a tool, all other tools will be disabled? Like, we should not be able to use two tools simultaneously.

Markadelf commented 6 years ago

Yeah, that sounds good.

shurunxuan commented 6 years ago

@Markadelf Try this. I calculated the pitch angle restriction so that the third person camera will not go through the ceiling or the floor. Also, to fix the first person camera, I used the default parameters of a camera and disabled the drone mesh renderer to hide it.