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Question by EliteHedgehog56 · Mar 26, 2018 at 01:01 PM · camerarotationviewport

possible to set rotation of camera viewport?

one of my favourite games on tablets is a FPS called Neon Shadow. Anyway it has the option on tablets to be able to play 2 player splitscreen co op and deathmatch with each player controling a character on each end of the tablet. Is it possible to replicate that same splitcreen camera setup in unity buy rotating the camera’s viewport ?

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Answer by Hellium · Mar 26, 2018 at 01:11 PM

  1. Create two cameras


  2. Call the first one "Left" or "Player1Camera".

    a) Set rotation on the Z axis to 90°

    b) Set viewport rect to (0, 0, 0.5, 0 )


  3. Call the 2nd camera "Right" or "Player2Camera".

    a) Set rotation on the Z axis to -90°

    b) Set viewport rect to (0.5, 0, 0.5, 0 )

When creating the UI of the players, don't forget to set the Canvas to Screen space - camera and drag & drop the appropriate player's camera.

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avatar image EliteHedgehog56 · Mar 26, 2018 at 09:01 PM 0
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that sounds easy enough, but isn’t that z rotation effecting the camera’s transform component and view the player gun holder at the wrong angle ?

avatar image Hellium EliteHedgehog56 · Mar 27, 2018 at 09:49 AM 0
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$$anonymous$$mh, yes you are right.

I guess you will have to keep the Z rotation to 0, and change the Projection $$anonymous$$atrix of the camera ins$$anonymous$$d.

I don't have Unity right now, so I can't create you the appropriate code.

Try this:

 public Camera Player1Camera ;
 public Camera Player2Camera ;
 
 private void Start()
 {
   Quaternion rotation ;
   rotation = Quaternion.Euler( 0, 0, 89.9f ) ; // Don't put 90, or you will have a strange result
   Player1Camera.projection$$anonymous$$atrix = $$anonymous$$atrix4x4.Rotate(rotation) * Player1Camera.projection$$anonymous$$atrix;
   // OR
   // Player1Camera.projection$$anonymous$$atrix = Player1Camera.projection$$anonymous$$atrix * $$anonymous$$atrix4x4.Rotate(rotation);
   rotation = Quaternion.Euler( 0, 0, -89.9f ) ; // Don't put -90
   Player2Camera.projection$$anonymous$$atrix = $$anonymous$$atrix4x4.Rotate(rotation) * Player2Camera.projection$$anonymous$$atrix;
   // OR
   // Player2Camera.projection$$anonymous$$atrix = Player2Camera.projection$$anonymous$$atrix * $$anonymous$$atrix4x4.Rotate(rotation);
 }
avatar image EliteHedgehog56 Hellium · Mar 27, 2018 at 08:31 PM 0
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that’s fine dude, I’m not expecting anything to big. I’ll try this and see if it works

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