Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 14 Next capture
2021 2022 2023
2 captures
12 Jun 22 - 14 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
11
Question by Marvin Hawkins · Feb 24, 2010 at 01:33 AM · cameratopdownviewshmup

How to: Do a camera that is top Down/Isometric

HI all,

I'm trying to create a top down SHMUP similar to 19xx, aerofighters, skyshark, last star fighter. etc. I am going for the look and feel of 2.5D. I know that the new 1972 does this. Although the view is from above, I'd like to express some dimensionaility. Since a picture works best, how do I position a camera to get a view like the ones below?

alt text

This is more Isometric but I want the buildings to be featured at a 3/4 view like this.

Or: More top down

alt text

Also, are there any art considerations or techniques that I should consider for this art style? IE more textures, less polys? I appreciate any help you all can provide.

Thanks

Comment
Add comment
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

5 Replies

· Add your reply
  • Sort: 
avatar image
31

Answer by Motionreactor · Feb 24, 2010 at 04:22 AM

For an Isometric camera: Create an empty GameObject called 'CameraTarget' at (0,0,0). Create a camera at (0,0,-10). Parent the Camera to the CameraTarget. Set the rotation of the Camera Target to (30,45,0) then check 'Orthographic' under the Camera settings. Adjust the 'Orthographic Size' camera setting to change the amount of zoom. Move the CameraTarget around the world to change the focal point on the map.

For the other type of camera: Do a similar setup as above except set the Camera Targets rotation to something like (60,0,0). Turn off Orthographic (there is a slight bit of perspective by the looks of it) and change the Camera's field of view to a low number like 30. You'll need to move the camera further away, so it's position will need to be more like (0,0,-30). Low settings on a field of view reduce the perspective and simulate a long zoom camera lens (hence needing to move the camera further away).

Some useful info about pictorial drawing views: Axonometric Projection

Comment
Add comment · Show 2 · Share
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 Motionreactor · Feb 24, 2010 at 06:30 AM 0
Share

http://en.wikipedia.org/wiki/Graphical_projection is also a useful read.

avatar image deltameta · Dec 30, 2020 at 08:19 AM 0
Share

You just taught me how to set up an isometric camera for the first time. I rewarded you with a point. Thanks :)

avatar image
9

Answer by runevision · Feb 24, 2010 at 08:57 AM

See the answer by Motionreactor for good camera rotations you can use as a starting point.

However, none of the screenshots you posted use an orthographic camera - they both have perspective, the perspective is just not very "strong".

The way to get just a little perspective is to set the camera angle (field of view) to a rather small value (say 20 degrees). Initially, this will zoom the view in a lot, so you have to move the camera further away to compensate. If you move it far enough away, you'll be able to see as much as you could before with the larger field of view, except that there's less "strong" perspective, and the feeling is closer to that of an orthographic camera, but without removing the perspective completely.

Comment
Add comment · Show 2 · Share
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 Motionreactor · Feb 24, 2010 at 11:43 AM 0
Share

On closer inspection you are right. Looks like both of the above examples have a small degree of perspective.

avatar image bernardfrancois · Oct 10, 2011 at 09:41 AM 0
Share

Also note that in the screenshot you can't see a lot of perspective distortion because the view is limited; with such camera facing down, you can't look very far. This means it may not even be necessary to modify the camera angle.

avatar image
0

Answer by Jaap Kreijkamp · Feb 24, 2010 at 02:53 AM

For isometric camera view you basically just use the Othographic checkbox in camera properties. The screenshot below seems to make heavy use of post processing like depth of field, I believe there's a DoF demo on Unity's example project site.

Comment
Add comment · Share
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
0

Answer by Marvin Hawkins · Feb 26, 2010 at 08:21 PM

That's a great suggestion Motion Reactor! I've already implemented and have started playing around with it to suit my needs. It's already much closer to what I was going for.

A question that hopefully you or rune can answer: Does an Orthographic camera completely remove perspective from the scene? I'd like to use the lighting that Unity offers and show off some dimensionality in the game objects

Comment
Add comment · Show 2 · Share
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 Motionreactor · Feb 27, 2010 at 02:58 AM 0
Share

Yes, Orthographic removes foreshortening of perspective.

avatar image Cyclops · Jun 15, 2010 at 05:39 PM 0
Share

@$$anonymous$$arvin, it's really better to put your comments in a Comment to another Answer :) not a separate new Answer.

avatar image
0

Answer by detour_legacy · Jun 15, 2010 at 03:46 PM

I found this tutorial which gave me a good starting point for working with the Orthographic camera view. http://forum.unity3d.com/viewtopic.php?t=28433

Comment
Add comment · Show 1 · Share
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 bernardfrancois · Oct 10, 2011 at 01:41 PM 0
Share

For more information about using the Orthographic camera view and a demonstration video, you can also check out the following blog post: http://www.previewlabs.com/2d-game-prototyping-in-unity3d-orthographic-projection/

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Deadfrontier type crosshair 1 Answer

first and thirt person view 1 Answer

Multiple Monitor Cave Setup with three Cameras 2 Answers

How do I render to texture only a part of the cameras view? 0 Answers

Camera looking at players face 2 Answers


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