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Question by TheSinglePringle · Apr 20, 2017 at 03:10 AM · camera1st person3rd person cameraculling maskclipping plane

Best way to run a switchable 1st to 3rd person camera system?

Currently I have this for switching between 3rd person and 1st person.

pragma strict

var ThePlayer : GameObject; var FirstPersonCam : Camera; var ThirdPersonCam : Camera; var Check;

function Start () {

 ThirdPersonCam.depth = Camera.main.depth + 1;
 FirstPersonCam.depth = Camera.main.depth - 1;

 Check = true;        

}

function Update () {

 if(Input.GetKeyDown(KeyCode.V)){
     if(Check){
         FirstPersonCam.depth = Camera.main.depth + 1;
         ThirdPersonCam.depth = Camera.main.depth - 1;

     }

     else{
         FirstPersonCam.depth = Camera.main.depth - 1;
         ThirdPersonCam.depth = Camera.main.depth + 1;

     }

     Check = !Check;

 }

}

 //ThirdPersonCam.cullingmask = -1;
 //FirstPersonCam.cullingmask = 0;

        //ThirdPersonCam.cullingmask = 0;
 //FirstPersonCam.cullingmask = -1;


    //ThirdPersonCam.nearClipPlane = .3f;
 //ThirdPersonCam.farClipPlane = 1000;

 //FirstPersonCam.nearClipPlane = 1000;
 //FirstPersonCam.farClipPlane = .3f;



I chose to keep both of them enabled for the fact that they aren't children to each other and when one is disabled and then re-enabled it would be looking in the last direction it was when it was last enabled, instead of the same direction that the previous camera was looking in. I'm concerned that having two cameras rendering at the same time is going to drop fps. I commented in some ideas that I tried, but they ended up not working. (Plus I didn't know what number "nothing" was for culling mask so if culling mask could work I would only need to know what the number for "nothing" is, since -1 is everything. Any Ideas? Thanks!

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Answer by SrGonzalez · Apr 20, 2017 at 07:03 AM

just have the 2 cameras in the scene, one of them deactivated, whe you want to switch, make a script that deactivates the enable one, and activates the disabled one, olso set to the activated camera the tag of "MainCamera", and to the deactivated camera another tag like "DisabledCamera".

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avatar image TheSinglePringle · Apr 20, 2017 at 05:36 PM 0
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The issue with disabling them is that the disabled one does not follow the direction of the enabled camera. For example, I walk north in first person, then switch to third person and turn south. When I switch back and enable first person view again, I will be walking north because that is the direction the camera was looking when it was turned off. I need them to stay on or somehow follow the direction in which the other camera is looking.

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