Updated Set Camera.md (markdown)
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1 | Sets the position, rotation (angle) and distance (zoom) of the camera. |
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1 | Sets the position, rotation (angle) and range of the camera. Works in two modes: orthographic (isometric) and perspective. |
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2 | 2 | |
3 | 3 | [[/uploads/Setcamera.png]] |
4 | 4 | |
5 | 5 | ### Inputs |
6 | 6 | * Position: The coordinate of the camera's *focus* (defaults to the center of the world) |
7 | 7 | * Rotation: The camera angle (defaults to a [true isometric](https://en.wikipedia.org/wiki/Isometric_video_game_graphics) view of 35.264,45,0) |
8 | * Distance: The distance between the camera and the focus point (or actually it's zoom in orthographic perspective)
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8 | * Range: This value depends on the mode of the camera
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9 | 9 | |
10 | 10 | ### Settings |
11 | [[Perspective]]: Enables perspective camera view |
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0 | The camera uses the orthographic mode by default. If you look at the bottom right side of the hotbar, you'll find the perspective switch. |
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1 | [[/uploads/perspective-camera-switch.png]] |
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2 | ||
3 | * Orthographic mode |
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4 | ||
5 | [[/uploads/ortho-camera-range.png]] |
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7 | Using this mode is quite easy. To calculate the Range input, multiply the amount of blocks you need to fit on the screen by 5. |
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9 | * Perspective mode |
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11 | [[/uploads/perspecive-camera-range.png]] |
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13 | Range is the angle of the bisecotor of the [Field of View](https://en.wikipedia.org/wiki/Field_of_view_in_video_games) of the camera. The FoV of a human is considered 120°, so if you want to make first-person games, use 60° as Range. |
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15 | *** |
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17 | **Tip:** if you want to adapt your 2D game to the perspective view, this is the way to do it. (The Size variable defines the amount of blocks you want to fit) |
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19 | [[/uploads/2d-scene-to-perspective.PNG]] |
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