CameraSet - DivineDragonFanClub/Lythos GitHub Wiki
This page will go over the creation of a map's cameras and the parts needed for them to work.
[!IMPORTANT] You can do this!
This will be a fairly short and easy to tackle section. Cameras only have 3 parts.
- The main bmap/tilemap camera
- The icon camera, used for UI(?)
- The EventCamera, used for combat(?)
[!NOTE] Some information in this guide might be incorrect and is subject to change as more is learned about it.
Make a new empty at the top of your Fld_ scene called CameraSet. Then add empty BmapCamera, and IconCamera below that. Untick the checkmark next to IconCamera's name in the inspector on the right, so it is greyed out in the hierarchy on the left.
Next to BmapCamera at the same hierarchy level under CameraSet, create a final empty EventCameras.
Set the BmapCamera's Tag in the inspector to MainCamera.
Add your script components referencing the original map, and remember to set the Layers properly, and you're good to go. You're a pro at this by now! You can handle it.
[!NOTE] The map dumper does not properly set some parts of the Camera component in the BmapCamera. Remember to enable
SMAAanti-aliasing at Medium quality, or else your game will be quite jagged. Engage relies on a small amount of anti-aliasing to help smooth lower quality models such as the bmap models.
If you want to test your map now, you have all the parts for it. Move to Exporting and Testing if you wish.
Otherwise, go to LightSet.