Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by jeffcrouse · Mar 10, 2014 at 01:45 AM · c#cameracontroller

configure first person controller at runtime

What is the best way to configure a first person controller at runtime/startup based on Application.platform? Specifically I'd like to use the "Standard Assets > First Person Controller" if the user is on a Desktop platform, and the "Standard Assets (Mobile) > First Person Tilt Controls" for mobile platforms, but I might also have a third platform to support (Oculus Rift), so I want to try to keep it flexible.

I've gone down the road of adding both controllers to the hierarchy and only enabling the desired one based on platform, but this seems very clumsy since it means that any changes we want to make to the camera in the editor have to be made to the cameras in all controllers.

But if there is only one camera in the scene, the only solution I can think of is to add all of the required components and parents to the camera programmatically, which seems equally painful. It would take dozens of lines of code and would also limit our ability to make changes in the editor.

I've also looked in the asset store but haven't found any packages that seem to tackle the cross-platform issue well.

Is the solution to have prefabs that I can just instantiate based on platform and then insert the camera into at runtime? Or perhaps it's a lost cause and I should just reconfigure manually before building?

Thanks!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image getyour411 · Mar 10, 2014 at 01:56 AM 0
Share

The last bit about using prefab is how I would probably approach it.

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

21 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to rotate camera diagonally over players shoulder while still facing towards players direction 0 Answers

3rd Person Camera & Controller C# 1 Answer

How do I limit my chracters rotation on the X axis? 1 Answer

Can't use wasd control in game! 1 Answer

How to switch 1st and 3rd person cameras while also switching controllers,Changing cameras 1st and 3rd person with controllers 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges