Coding

Unity Camera Assistant

Unity Camera Assistant

- Easily store and view key angles (Very comfortable for large level design)

- Store up to 10 banks

- Camera Post-Effects in editor view! (Except SSAO and SSR)

Video tutorial here:

Project Description:

This is an asset (editor extension) that I made for unity. Very simple to use. The asset contains only one editor script written in C#, so it is easy to edit if needed. Works with unity 5.0 free version.


  • DATE: 2016
  • SOFTWARE USED: Unity3d

Unity Camera Assistant

Installing:

Download and import whole package for actual scripts and example assets, or import only Editor and Scripts folders If you already know how to use it.

User Interface:

 

Stored Data:

All data related to Camera Assistant are stored in scriptableObject (CameraAssistantStoredDataAsset.asset file), So you can restart Unity3D without losing any data. (Don’t rename this file!).

 

Scripts:

Package includes 4 C# script, one scriptableObject asset file and example assets:

  • UnityCameraAssistant.cs - Main script, here is whole logic and UI of the tool
  • ScriptableObjectUtility.cs - This is a method to easily create a new asset file instance of a ScriptableObject-derived class. The asset is uniquely named and placed in the currently selected project path; this mimics the way Unity's built-in assets are created. ScriptableObject asset files are useful for storing data that doesn't fit naturally within the MonoBehaviour/GameObject Prefab system. Since they use Unity's built-in serialization, they are guaranteed to map perfectly to an existing class; therefore, ScriptableObject assets are much easier to work with in Unity than XML, CSV, or other traditional ways of storing such data. More info Here

  • CameraAssistantStoredDataAsset.cs - With this class you will now be able to create a uniquely named YourClass asset file from the Asset menu.
  • CameraAssistantStoredData.cs - An ScriptableObject, Here is declared all variables that stored in asset file.