Platformer, Third Person Shooter, Real Time Strategy, Side Scroller, Zoom, Strafe, Toggle to FPS, Object Fade, Wall Collision, Button Look and more. Pick the features you want, leave the ones you don't. Set up your in game camera in minutes. The camera is one of the most basic components of nearly any video game. Your players don't spend much time thinking about it, and now with Master Camera, you shouldn't either. For older tutorial and breakdown videos take a gander at Master Camera at the Thought Vandal website. Change Log: Update 2.5.11 -MCScroll: --"Speed" changed to "mouseSpeed" --"Scroll Speed" added to effect actual camera movement speed. -MCKeyToZoom added - allows the camera to zoom on defined keypress. 2.5.10 -Fixed issue with Camera Return Speed and Click To Toggle on MCButtonLook 2.5.9 -Added speed variable to the MCButtonLook script to allow smooth movement back to the return position. 2.5.8 -Added follow mode "FollowBehind" to keep the camera at the character's back. 2.5.7 -Fixed character controller + rigidbody issues. -Added ClickToToggle option for MCButtonLook. 2.5.6 -Updated MCScroll to be able to turn on and off MeshHiding, as well as Camera Collision, both are now off by default. -Added MCZoomPan which allows for the camera to pan a certain direction as the camera zooms / scrolls in or out. 2.5.5 -MCLOSFade and MCLOSFadeOther scripts now work with materials that have no color option such as Mobile > VertexLit. 2.5.4 -MCLOSFade and MCLOSFadeOther scripts now work with objects where the renderer is on a child object of the collider, and with colliders that have multiple child renderers. -MCLOSFade and MCLOSFadeOther scripts now allow defining a string for the "FadeShader" that is, the shader used when fading the object. The default is "Transparent/Diffuse" 2.5.3 -MCLOSFadeOther has been added to the "MC Xtra Files" folder. This script can be attached to any object that should trigger Line of Sight Fading for objects on the fade layer. The fading will only happen if the object is in the camera's field of view. 2.5.2 -MCButtonLook now has the option to return the camera to position it was in when the button was pushed (Return To On Click : True), or stay where it is currently at. (Return To On Click : False) 2.5.1 -MCMouseDampenend now responds to horizontal and vertical angle limits. 2.5 -Presets are now #pragma strict. 2.4 -Added MCSetView to set the camera to a specific rotation / distance on key press. 2.3a -Added a MultiplayerTracker Prefab/Script to track multiple players on screen. -Added FightingDemo Scene which uses Multiplayer Tracker. -Added McMouseDampened addon script for dampened mouse movement. -Added a Cursor Lock Script. 2.2 - Added Presets -MCLOSFade script's "Fade" layer no longer needs to be added to the "Collision Layer Mask" layers. This is done automatically. -Camera Rotation Mode : None - is now an option. -Added RTS Controller 2.1 -ButtonLook is now an addon. -Renamed several variables to be more intuitive. -Horizontal and Vertical Minumum and Maximum Angles now work in "Follow" Mode. -Preferred Distance works without needing MCScroll script attached. -Added PDF Manual 2.0 -Code has been broken up to be modular to minimize the amount of code you don't need in your project. -Implemented #pragma strict. -Changed LOSFade from using JSArrays to Generic Lists for speed and #pragma strict. -Added callable function TestLOS(layerMask) to MasterCamera script. Use this to test for line of sight from the camera to the rotation object. -Added callable function StraferSwap() to MCStrafe script. This will swap which shoulder the camera is over per Lypheus request. -Bug Fix: Camera no longer tilts in follow modes if euler x rotation is not 0.