Hi guys,
I am new to Adventure Creator and I am going to use it to build an adventure game.
One quick question.
For example, if I use the First Person view, if my character does a backflip for example, will the camera follow the movement of the character's head?
I need it to look as if the player is actually doing the roll, to give the player the experience of doing a backflip.
If it doesn't, is there a way to do this?
Comments
As traditional adventure games (which AC is designed for) don't normally have such mechanics, you'd have to add this on via a custom script. Custom Actions can be written to let you run your own code within AC's ActionLists, meaning you could write a "do a backflip" Action and insert it into an ActiveList (an ActionList that runs when an input is presssed - see Section 2.14 of the Manual). The Engine: Manage systems Action can be used to temporarily disable the Player system while you take control over the Player prefab.
Alternatively, you could go further and implement a custom motion controller, which would allow you complete control over the way your Player moves (if you wanted to make a more robust jumping/movement system).
These are more advanced topics, to be sure - @Alverik's suggestion may be just fine for your own needs, but I'm just letting you know of your options if you need something more.
But if you want the camera to do something like momentarily look down at the ground to show the feeling of impact, or some other example where you as a designer control the first-person camera, you can create animations for these specific cases.
You can do this by creating a GameObject with an Animator component, that sits between your root player object and your first-person camera object in the hierarchy. This will allow you to create animations for your camera without it inteferering with the rotation of the camera due to player movement, which you can then run using the Object: Animate Action.
You should use this "in-between" object because the first-person camera can't turn left and right by itself - only up and down. If you need the camera to face directly forward at the start of one of these animations, you can do so by calling the FirstPersonCamera component's SetPitch function with an angle value of zero.