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Question by Tim.Holman · Aug 25, 2011 at 03:11 PM · cameratriggerstartactive

Active camera on Start

I have two cameras in my scene; one in first person and the other in third person. I want the first person camera (tagged as MainCamera) to be the active camera when the game starts. Once the player hits a trigger, the second camera should then become active. I cannot seem to figure out how to disable the second camera when starting. How do I ensure that only the main camera is active when starting?

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avatar image sharat · Aug 25, 2011 at 03:22 PM 0
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I'm having a similar problem where the $$anonymous$$ainCamera tag isn't working for assigning the first camera. $$anonymous$$y current workaround is to disable all the other cameras so that only one camera component is enabled at a time. Still, I'd like to know if there's a better way to do this.

avatar image Waz · Aug 25, 2011 at 03:24 PM 0
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Both should probably stay tagged $$anonymous$$ainCamera. This tag is used for Camera.main, and it only finds active cameras.

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Answer by Waz · Aug 25, 2011 at 03:21 PM

Simply set the GameObject inactive in the scene - the little checkbox top-left in the Inspector.

Then to swap cameras:

 camera1.gameObject.active = false;
 camera2.gameObject.active = true;

If you want to transition between the two cameras, you will be better with just one camera (which you move between two locations).

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avatar image Joshua · Aug 25, 2011 at 03:52 PM 0
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If you´re instantiating prefabs you have to set the ones you don´t want to be active through code as well, because every prefab+it's children gets instantiated as active=true.

avatar image sharat · Aug 25, 2011 at 05:38 PM 0
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You can also set just the Camera component to be inactive. That should work for prefabs as well.

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