Friday, 13 March 2015

Unity Turtorial: 25 Changing between cameras !

Unity Turtorial: 25 Changing between cameras !





Unity3D TUTORIAL: 25 Changing between cameras !

THIS IS C# script: GOOD 4 2D GAMES AND 3D GAMES ! 
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DIRECT DOWNLOAD HERE


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THIS IS BACKUP  IN TEXT FORM  TUTORIAL 25

1. Create New C# and name it :
CameraController

2. Copy & Past this text and save C# :
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using UnityEngine;
 using System.Collections;
 public class CameraController : MonoBehaviour {
     public Camera[] cameras;
     private int currentCameraIndex;
     
     // Use this for initialization
     void Start () {
         currentCameraIndex = 0;
         
         //Turn all cameras off, except the first default one
         for (int i=1; i<cameras.Length; i++) 
         {
             cameras[i].gameObject.SetActive(false);
         }
         
         //If any cameras were added to the controller, enable the first one
         if (cameras.Length>0)
         {
             cameras [0].gameObject.SetActive (true);
             Debug.Log ("Camera with name: " + cameras [0].camera.name + ", is now enabled");
         }
     }
     
     // Update is called once per frame
     void Update () {
         //If the c button is pressed, switch to the next camera
         //Set the camera at the current index to inactive, and set the next one in the array to active
         //When we reach the end of the camera array, move back to the beginning or the array.
         if (Input.GetKeyDown(KeyCode.C))
         {
             currentCameraIndex ++;
             Debug.Log ("C button has been pressed. Switching to the next camera");
             if (currentCameraIndex < cameras.Length)
             {
                 cameras[currentCameraIndex-1].gameObject.SetActive(false);
                 cameras[currentCameraIndex].gameObject.SetActive(true);
                 Debug.Log ("Camera with name: " + cameras [currentCameraIndex].camera.name + ", is now enabled");
             }
             else
             {
                 cameras[currentCameraIndex-1].gameObject.SetActive(false);
                 currentCameraIndex = 0;
                 cameras[currentCameraIndex].gameObject.SetActive(true);
                 Debug.Log ("Camera with name: " + cameras [currentCameraIndex].camera.name + ", is now enabled");
             }
         }
     }
 }



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