You’ll find an example of it in action in the Loft3D demo scene (use L and M to rotate the camera). It comes with options to also rotate input to match the camera’s direction, determine rotation space and speed, and a dedicated aim option for weapons. While the TopDown Engine focuses on top down action games, which traditionally feature a non rotating camera, the engine comes with a dedicated ability, CharacterRotateCamera, that will let you rotate the camera on the vertical axis (z in 2D, y in 3D) around your character. Don’t hesitate to check its documentation for more info on how to take full advantage of it. The TopDown Engine relies on Unity’s excellent PostProcessing stack for post processing effects. You can also see it in use in the Koala Dungeon demo scene. Check out its documentation for more details on how to use it. Pixel Perfectįor 2D scenes where you want pixel perfect behaviour from the camera, the engine relies on Unity’s native Pixel Perfect Camera component to provide crisp visuals. This is for purely cosmetics purposes, and if you don’t like it, you can (and should) remove it by selecting your virtual camera and settings its Noise dropdown to “None”. Note that most Cinemachine Virtual Cameras in the demos use some form of Noise on them, which makes the camera move constantly, simulating a handheld camera.
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