Tactics camera using Cinemachine
Last post I had written a quick “getting started” guide for Cinemachine. Well, at some point in the month since, I decided to see if I could prototype an idea I had for the camera in a tactical RPG. Basically, I envisioned an orbit camera you could rotate around freely, but that would settle into the four main diagonals. Here’s a video of the result:
There’s relatively little code involved, although not *no* code. Cinemachine is advertised an a no-code camera system, but that’s only true for the camera behaviors it comes with. Now it comes with a *lot* of different camera behaviors, and certainly all the most commons camera behaviors seen in games, but obviously it can’t anticipate every single thing anyone will ever come up with.
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