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 Veehmot · Oct 14, 2011 at 06:30 AM · cameraspriteisometricspritemanagercamera-scrolling

Isometric camera with Spritemanager

I followed the answer given here, but I'm facing the problem that when I try to move around my Character, it disappears.

I tried setting the Far setting to a high value (10000) and yet it helps, the Character is still hidden when I scroll far away.

These are my settings:

Hierarchy window

http://i.imgur.com/ZLxq6.png

Camera Target

alt text

Main Camera

http://i.imgur.com/p3Han.png

And I'm just copying and pasting the character position on the CameraTarget object.

 // This is Character.Update
 void Update () {
     // [...]
     cameraTarget.transform.position = gameObject.transform.position;
 }

I will provide a video if this seems harder to see.

Thanks for reading!

Comment
Add comment · Show 2
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 syclamoth · Oct 14, 2011 at 06:35 AM 0
Share

Ok, a bunch of things here. The cameraTarget is a parent object which the actual camera follows, when you 'zoom out' you are increasing the camera's Orthographic size and your character is never so close to the camera that the near clip plane is wiping them off. Are you doing all of those things?

avatar image Veehmot · Oct 14, 2011 at 07:19 AM 0
Share

Yes, as you can see the CameraTarget is the parent of $$anonymous$$ainCamera, I don't know if there is something more involved to do to make him the parent. The zoom out (size setting of the $$anonymous$$ainCamera) works as you described. And in Pause $$anonymous$$ode I can see that the Character isn't being wiped by the near clip plane, but something else that I don't know.

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Veehmot · Oct 15, 2011 at 10:28 PM

To all facing the same problem, this is the solution:

alt text

Forces SpriteManager to recalculate the bounding volume of the mesh in the next LateUpdate(). This is important to do periodically to ensure that Unity's visibility culling can cull the mesh when not visible, and also so that the mesh is not culled erroneously when it is visible. If your objects all remain pretty much in the same area, it is less important to call this frequently. However, if your objects move around quite a bit and the bounds are not recalculated, it is very easy for them to extend beyond the bounds of the previously updated bounding volume, causing Unity to cull the entire mesh based on the earlier boundaries, resulting in parts of your mesh which should be visible to disappear. Performance note: Will cause Unity to recalculate the bounds of the mesh, which can be very performance intensive with a large number of sprites. Consider using ScheduleBoundsUpdate() to keep from recalculating bounds each frame.

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 BerggreenDK · Oct 16, 2011 at 12:23 PM 0
Share

aaah. A script problem/setting. Thanks for sharing the solution. Thats very nice behaviour - I wish everyone would do that.

avatar image
0

Answer by BerggreenDK · Oct 15, 2011 at 05:57 PM

I believe you need to ajust the "size" of the camera, right below Projection type. Instead of 15, raise this. Check the scene preview when you select the camera (double click it in the Hierachy) and see how large an area it covers.

Comment
Add comment · Show 3 · 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 Veehmot · Oct 15, 2011 at 06:16 PM 0
Share

Thanks for your answer. I believe this is not the case, as the character remains centered on the screen. He dosn't go out of the border of the screen, is just he disapeears, like if he were going through the floor mesh (which he isn't, as I checked on Pause $$anonymous$$ode).

avatar image BerggreenDK · Oct 15, 2011 at 07:40 PM 0
Share

okay, I've been testing quite a lot with this camera type too. $$anonymous$$y experience was that I keep the editor in Play mode and then fiddled around with the values of the camera into I found the working values. Then wrote them down. Stopped the Play and editing it for real.

avatar image Veehmot · Oct 15, 2011 at 09:59 PM 0
Share

I found the solution already, thanks for your time.

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

pixel perfect 2d Sprite in 3d world with isometric camera, how to do it right? 1 Answer

Sprite size as a fraction of Viewport size 0 Answers

Jittery Sprite movements 1 Answer

Center Object in Viewport 1 Answer

Sprites always facing camera problem - sprite manager 2 possibility. 3 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