bool IsLocked get
Is the Camera locked?
MainCamera get
Note, this property is generally read-only. It's position is driven by internal code.
ActiveVirtualCamera get
The currently active Cinemachine Virtual Camera game object.
void LockCamera ()
Calling this function stops the Camera from being controlled by the viewer, and allows us to control it until is called.
void ReleaseCamera ()
Calling this function reverses the call and returns control of the Camera to the viewer.
void SetCameraPositionOrientation ( position, orientation)
Sets the Camera's position and rotation. This function requires
ScreenCoordinatesToRay ( screenCoordinates)
Returns a ray going from camera through a screen point.
ScreenCoordinatesToWorld (screenCoordinates)
Transforms a point from screen space into world space.
WorldCoordinatesToScreen ( coordinates)
Function Description
void ShakeCamera (float magnitude, float time) void ShakeCamera (float amplitude, float frequency, float time)
Function Description
void LockCamera (SGameObject owner)
void ReleaseCamera ()
void SetCameraPositionOrientation (SVector position, SQuaternion orientation)
SRay ScreenCoordinatesToRay (SVector screenCoordinates)
SVector ScreenCoordinatesToWorld (SVector screenCoordinates)
SVector WorldCoordinatesToScreen (SVector coordinates)
void ShakeCamera (float magnitude, float time) void ShakeCamera (float amplitude, float frequency, float time)
bool IsLocked get
SGameObject MainCamera get
SGameObject ActiveVirtualCamera get
position
The World Postion of the camera GameObject.
orientation
The World Rotation of the camera GameObject.
isCameraLocked = Space.Camera.IsLockedmainCamera = Space.Camera.MainCameracurrentCamera = Space.Camera.ActiveVirtualCameraSpace.Camera.LockCamera()Space.Camera.ReleaseCamera()Space.Camera.SetCameraPositionOrientation (Vector.New(0,0,0),Quaternion.Euler(-60,0,0));cameraRay = Space.Camera.ScreenCoordinatesToRay (Vector.New(0,50,0)) --this script will make this object jump to wherever you right click
--(Example: moving objects with right click )
thisGameObject = Space.Host.ExecutingObject
OnUpdate = function()
if Space.Input.GetMouseDown(1) then
clickRay = Space.Camera.ScreenCoordinatesToRay(Space.Input.MousePosition)
rayCastHit = Space.Physics.RayCastSingle(clickRay.Origin, clickRay.Direction, 50.0)
thisGameObject.WorldPosition = rayCastHit.Position
end
end
thisGameObject.SubscribeToEvents()
thisGameObject.OnUpdate(OnUpdate) obj = Space.Host.ExecutingObject;
Space.Log(Space.Camera.ScreenCoordinatesToWorld(Vector.New(0.5,0.5,0)).ToString());
-- Print 3 worldspace vectors created by screen space point to the console.local trans = Space.Host.ExecutingObject;
Space.Log(Space.Camera.WorldCoordinatesToScreen(trans.WorldPosition).ToString());
-- Print the position created by world space point to the console.Space.Camera.ShakeCamera(1, 1.0)
--or
Space.Camera.ShakeCamera(2, 1, 1.0)