Introduction
As developers, we should never forget to pay attention to Cameras. After all, they are the windows through which our players see our games. In this chapter, we will take a look at interesting ways of using Cameras that enhance the player's experience.
The big picture
A Scene can contain multiple Cameras. Often, we have one Main Camera
(we're given one by default with a new Scene
). For First-Person viewpoint games, we control the position and rotation of the Camera directly, since it acts as our eyes. In Third-Personal viewpoint games, our main Camera follows an animated 3D character (usually from above/behind/over the shoulder), and may slowly and smoothly change its position and rotation as if a person were holding the Camera and moving to keep us in view.
Perspective Cameras have a triangular pyramid-shaped volume of space in front of them, called a frustrum. Objects inside this space are projected onto a plane, which determines what we see from the Camera. We can control this...