πΉCharacter Camera
This page explains how camera is animated in CAS.
Overview
Character Animation System features a simple camera component that supports:
First- and third-person views.
Camera stabilization in first-person mode.
Camera shakes.
Smooth FOV updates.

Inputs
Input properties to control the camera.
Yaw and Pitch Input β horizontal and vertical input values.
Is Aiming β whether player is aiming.
Is Crouching β whether player is crouching or standing.
Is First Person β defines current view mode.
Use Right Shoulder β defines anchor shoulder.
View Smoothing β interpolation speed.
Transforms
Source transforms.
First Person Socket β camera will follow this transform when in first-person.
Camera Animation Source β animated transform that will be used to animate camera.
Offsets
Camera offsets for different situations.
Camera offsets are represented as struct properties:

Offset β position offset relative to the pivot point.
Pivot β pivot point offset relative to the origin.
Tip: Character Camera uses player transform as origin
Camera Collision
Tracing properties to avoid camera clipping with obstacles.
Trace Radius β sphere trace radius.
Trace Interp Speed β camera smoothing speed when adjusting for collision.
Trace Mask β what collision layers will be used.
FOV
Use this method to update target field-of-view:
Camera Shakes
Shakes are fire-and-forget type of motions that can are played at runtime to simulate hits or recoil:

X β rotation motion around X axis.
Y β rotation motion around Y axis.
Z β rotation motion around Z axis.
Pitch, Yaw Roll β Vector4 shake value range.
Play Rate β playback speed multiplier.
Smooth Speed β interpolation speed.
Tip: A shake value is computed as a random between Mathf.Random(ragne.x, range.y) and Mathf.Random(range.z, range.w).
Use this function to play camera shakes from code:
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