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Question by Skaster87 · May 24, 2017 at 07:41 AM · camerascripting problemcamera-movement

Switching Cameras, Movement not working.

Hello!

I'm making a tower defense game for myself. Ideally I'd have two maps the player has to defend simultaneously (Area A & B), with the ability to switch between the two. My current concept consists of 4 cameras, 2 that render to the display and two that to render a special layer to a Radar. In theory, when the player is building on Area A, Area B's radar displays as picture in picture, then a CameraMaster that contains the CameraController script detects input to switch the view from A to B along with swaping UI's. I currently am able to switch between the two, but my CameraMovement script isn't detected and updated with the switch. I thought I could create some sort of bool check to see which camera is active, but I'm having trouble.

I was unable to use GetCompent<> to access the script to disable it on the camera, and was wondering how I could accomplish that. I'm also open to retooling the entire system.

 public class CameraController : MonoBehaviour
 {
 
     public Camera cam1;
     public Camera cam2;

     public CameraMovement camMove1;
 
     void Start()
     {
         cam1.enabled = true;
         // and I want to access and swap the script. 
         // camMove1 = cam1.GetComponent<CameraMovement>;
         // but my code is garbage
         cam2.enabled = false;
     }
 
     void Update()
     {

         if (Input.GetKeyDown(KeyCode.C))
             {
                 cam1.enabled = !cam1.enabled;
         
                 cam2.enabled = !cam2.enabled;
              }
     }
 }

--------------------------------------------------------------------------------

 public class CameraMovement : MonoBehaviour {
 
     public float panSpeed = 30f;
     public float panBorderThickness = 10f;
 
     public float scrollSpeed = 5f;
     public float minY = 10f;
     public float maxY = 200f;
 

     void Update () {
         if (Input.GetKey("w") || Input.mousePosition.y >= Screen.height - panBorderThickness)
         {
             transform.Translate(Vector3.forward * panSpeed * Time.deltaTime, Space.World);
         }
         if (Input.GetKey("s") || Input.mousePosition.y <= panBorderThickness)
         {
             transform.Translate(Vector3.back * panSpeed * Time.deltaTime, Space.World);
         }
         if (Input.GetKey("d") || Input.mousePosition.x >= Screen.width - panBorderThickness)
         {
             transform.Translate(Vector3.right * panSpeed * Time.deltaTime, Space.World);
         }
         if (Input.GetKey("a") || Input.mousePosition.x <= panBorderThickness)
         {
             transform.Translate(Vector3.left * panSpeed * Time.deltaTime, Space.World);
         }
 
         float scroll = Input.GetAxis("Mouse ScrollWheel");
 
         Vector3 pos = transform.position;
 
         pos.y -= scroll * 1000 * scrollSpeed * Time.deltaTime;
         pos.y = Mathf.Clamp(pos.y, minY, maxY);
 
         transform.position = pos;
     }
 }
 


Each camera has the camera movement script attached

camerascript.png (14.7 kB)
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avatar image Skaster87 · May 22, 2017 at 06:33 AM 0
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I also encounter an error after about 20seconds of gameplay where my display gets disabled all together.

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Answer by Skaster87 · May 25, 2017 at 05:20 AM

I added a singleton instance and solved all my issues, after discovering I was having issues with RayCast

  public static CameraController instance;
     public Camera cam1;
     public Camera cam2;
 
     private void Awake()
     {
         if (instance != null)
         {
             Debug.Log("two camera controllers");
         }
         instance = this;
     }
 
 
     void Start()
     {
         cam1.enabled = false;
     
         cam2.enabled = true;
         cam1.transform.gameObject.tag = "MainCamera";
 
       
 
     }

to call a correct raycast with multiple cameras

 RaycastHit hit;
             ray = CameraController.instance.cam1.ScreenPointToRay(Input.mousePosition);


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