09-11-2013, 08:04 AM
(09-11-2013, 07:54 AM)Jake Wrote: Ok,
I've had a look into your example scene.
First: A Granularity of 360 is insanely high, you won't need that usually. In your example I lowered it to 20 and can't see a difference. Keep in mind that Granularity means cache size (and cache calculation!). No big deal on a desktop, but for mobiles this could become an issue.
Am I right that you want the camera to end up upright (camera.transform.up==(0,1,0) ?
If this is the case, you'll need to ensure that the orientation of the spline (yellow line gizmos) is upright. What I did:
- set Spline.Orientation to "ControlPoint". By doing so you have full control over the spline's orientation by rotating the control points
- removed rotation from CP004
(Image attached)
As a result the camera ends up perfectly aligned.
Does this solve your issue?
That does indeed look MUCH better, thank you!
Is there a good way that you know of to, in the editor, to easily build out a camera path that will look 1:1 in gameplay as it does in the editor? Because even this is slightly offset from how it looks in the editor (especially now that the final node has a rotation of 0/0/0).