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Overview
MMO Camera is designed to provide the same camera experience as the world’s most popular MMO games. It’s easy to implement, feature-rich, and independent of character controllers and input systems, giving you full control of these systems without having to redesign the camera.
Features:
Traditional Mouselook
- Right-button mouselook and left-button orbit with an option to pivot the target when the camera is at a 90-degree offset.
Smooth Zoom
- The camera zooms smoothly in and out, is completely configurable, and is framerate-independent.
Ground-look and Wall-look
- Let the player look up at the ceiling or the sky when hitting the ground, and when entering the ground, look against walls when level with the target.
Ground-zoom and Ground-fall
- While in ground-look, the camera rolls in along the terrain when zooming, and if you back off a platform or cliff, it sinks down but won’t get stuck or blocked by the edge.
Object Occlusion
- The camera moves around occluding objects with a smooth zoom recovery when no longer blocked. Based on tags and layers, you have total control over what occludes and what doesn’t.
Occlusion Fade
- Let’s set objects to fade in and out when they block the camera instead of occulting. Based on tags and layers, just like occlusion, you have control over what objects fade.
First-person Fade
- When transitioning into and out of first-person, your target can fade with a render queue swapping feature, so it works with overlapping transparent shaders.
Framerate Independent
- You can bang the camera against the ground as hard as you want, and it will enter the ground and look at the right spot every time.
Decoupled
- The MMO camera is abstracted from input and character controller systems. Use your own character controller or another one from the Unity Asset Store, and just implement a simple interface to integrate the MMO camera. An example input controller and a basic character controller are included to get you started.
Super Easy to Implement
- Just add the MMO Camera component to a camera, drag the target transform into the Target property, and it just works.