Hello,
I'm trying to use the "camera path" asset with AC to build a nice camera mouvement.
So i tried to access through a hotspot via object,call event ....
Nothing happened.
I tried also to disable the main camera with engine /manage system/ disable camera..
Nothing happened.
I guess there might be a conflict with the AC main Camera and the "camera path" scripts ?
Should i disable the AC main camera through script, and then launch the "camera path" ( linked to another camera" and then re-able the AC main camera through script ?
Have a nice day !
Comments
1) Disable the MainCamera. Disabling AC's camera system in Engine: Manage systems just prevents it from updating, but you'll have to go a step further if you want to actually prevent the MainCamera from rendering. This is done by invoking the MainCamera component's Disable/Enable functions, which can be done with either Object: Call event or Object: Send message. See Section 4.6 of the Manual for more on this.
2) Use a custom camera. If you attach the "Basic Camera" component (type the name in the "Add Component" box at the bottom of your new camera's Inspector, that will make it visible to AC so that you can use the Camera: Switch Action to switch to it like you would any other camera. See Section 4.3 of the Manual for more on this.
If you disable the MainCamera, you will also have to enable your replacement camera. It's likely that it's not rendering because the Camera component itself is disabled, but you can enable that through script:
GameObject.Find ("MyReplacementCamera").GetComponent <Camera>().enabled = true;
Since you're disabling AC's MainCamera, AC's various Camera actions will not work during this time.
2) Custom camera
Follow up the Camera: Switch Action an Engine: Wait of the same duration that the camera takes to move along the path. Are you making a first-person game? If so, the first-person camera will always be active during gameplay, so you'll need to ensure that gameplay is blocked for the duration of the path animation.