Hi everyone, I could use some help to clear up an issue I've been struggling with.
Context:
• Unity 6000.0.49f1 LTS, latest versions of Adventure Creator (AC) and UCC (Third Person only).
• AC and UCC integration is installed and working well overall.
• What I want is for the player to explore and play normally with UCC's third person setup, but have conversations automatically switch to a First Person AC camera (no hands, no full first-person controller), using AC's Movement Method: First Person combined with the Run conversation in first-person? option.
The Problem:
I've followed the integration manual and experimented with several setups, but the result is never ideal.
In the best-case scenario (and the one not strictly based on the manual instructions):
Conversations switch to First Person as intended.
However, after the dialogue ends, control never returns properly to the UCC Main Camera.
The First Person view persists, leaving the player stuck.
In other tests (closer to the manual setup or similar improvisations):
The camera often starts rotated upwards, facing the sky or behind the player.
There's excessive zoom or strange angles.
What I've tried:
Replacing the "Basic Camera" with a First Person Camera prefab I had saved from an earlier AC test (before installing UCC). This came closest to working, but the more I followed the manual instructions, the worse it behaved.
Deleting that previous camera and creating a new Unity Camera following the manual, positioning it at the player's head (I followed all the manual steps, not only the ones related to the camera).
With that setup, I experimented by changing the MainCamera tag between AC's camera and UCC's camera, editing the Scene Manager's Default Camera setting, and enabling/disabling components as needed (MainCamera, Basic Camera, First Person Camera).
Important note:
I deliberately skipped Step 5 of the manual:
"If AC's Movement Method is set to First Person, you will have to set this camera using a Camera: Switch Action in your scene's OnStart cutscene."
The reason is that I don't want the whole scene to be in First Person — I only want AC to switch to First Person during conversations.
My questions:
• Is this possible at all without owning UCC's First Person add-on?
• Should I avoid AC's Movement Method: First Person entirely, and instead rely on Unity Cameras + Action Lists to toggle cameras for conversations?
• Is there a clean, recommended workflow to achieve this hybrid behavior?
Thanks in advance for any advice or recommended practices!
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Comments
AC's First-person camera is a bit of an outlier with its other camera types - because it's set/switched to automatically based on your Movement method and game state.
Normally this isn't an issue, but the use of UCC adds another of complexity.
If you're just looking to have the Player be able to free-aim during such sequences, rather than move around using traditional first-person movement, I'd recommend looking at this camera type instead from the AC wiki:
https://adventure-creator.fandom.com/wiki/Camera_-_Constrained_first-person
This provides a camera behaviour similar to the built-in first person, i.e. free-aiming with the mouse, but doesn't require the use of AC's "First Person" movement mode, and can be switched to like a regular GameCamera.
To allow for switching between cameras alongside UCC, you'll need to have a regular AC MainCamera in the scene, and have UCC's Camera have the "Basic Camera" attached so that it can be switched to like any other GameCamera. You can then use the Scene Manager's Default camera field and Camera: Switch Action to switch between them as needed.
Thanks for your answer Chris.
After a lot of tests, I decided to give up (at least for now) on trying to get the ideal behaviour.
Constrained Camera:
It behaves erratically from the very beginning, as seen from the Scene view. No matter if I try to follow Atlas' body, an empty parent, or any other element — it always ends up pointing to the ground and acting unstable.
First-Person Camera:
With the same configuration, but correcting a small mistake I had previously, it works better than the Constrained Camera. Surprisingly well in fact, but there’s constant shaking. I tried both with First Person and Direct Movement methods — no difference.
The only stable workaround so far:
A regular fixed-position camera placed at head height. It always points forward. Of course, this lacks player control, and depending on the angle the player starts the interaction, it can look bad. I'll test and decide later if it's acceptable for my project once the demo is complete.
Alternatively, I might experiment with third-person angles or UCC ViewTypes for conversations, and if the feedback is positive, consider purchasing UCC's First Person add-on. But for now, it's too expensive for just a basic first-person camera without hands or combat.
For specific "cinematic" moments or NSFW scenes using Timeline, I'll place a Constrained First Person or regular First Person camera manually and choose based on testing.
Thanks for the support — I'll now start working on integrating Dialogue System. Hopefully, this time I'll manage to get everything working together.
Thanks for the feedback.
It'd be worth knowing how much of this is related to UCC being in the scene. Both UCC and AC do have a lot of overlap in terms of feature-set, so oftentimes such issues are due to both assets vying for control over the same object.
The Constrained Camera certainly shouldn't have such issues - does this occur for you in a fresh scene with no UCC presence?
Hi Chris,
Sincerely, I didn't try that yet. I'm a bit upset with all the mess I have here right now, so once I manage to solve the current issues, maybe I will test that in a clean scene and let you know.
Thanks again for the help.