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The Camera Problem

This week, I tackled the task of refining the camera movement in my game. The goal was to create a smooth and intuitive camera control system that worked seamlessly with mouse inputs and the scroll wheel. However, the journey was far from straightforward. Here's a breakdown of the challenges I faced and how I overcame them.

The Initial Struggles

At first, getting the camera to respond correctly to mouse inputs and the scroll wheel proved to be quite the challenge. The camera was jumpy and often moved erratically, not following the intended path. This erratic behavior made it difficult to navigate the game world smoothly.

The primary issues were:

  • Camera Jumping: The camera would jump to unexpected positions, making it hard to control.
  • Choppy Movement: Instead of smooth transitions, the camera movement was stuttering, creating an unpleasant user experience.
  • Unintended Directions: The camera wasn't always moving in the direction I wanted, adding to the frustration.

Identifying the Root Cause

The main issue was that I didn't have access to some of the camera components that are typically available in the Unity documentation. This limitation made it tricky to implement the desired camera controls. Finding a way around this and still achieving the same result required a lot of trial and error. I had to experiment with different approaches to get the camera to behave as intended without relying on those components.


Finding the Solution

To address these issues, I decided to change the camera type to one that allowed for a zoom effect. This adjustment provided a better visual experience and helped me manage the camera's movement more effectively.


Here is a snippet of the revised code

 

The Zoom Effect and Range Limits

Incorporating a zoom effect added another layer of complexity. It took some time to figure out the appropriate minimum and maximum zoom levels to ensure a balanced gameplay experience. Setting these limits correctly was crucial to avoid overly zoomed-in or zoomed-out views, which could disrupt gameplay.


After several iterations and tweaks, I finally achieved a camera control system that feels smooth and responsive. The experience taught me a lot about handling camera movements in Unity and the importance of fine-tuning every detail to enhance the player experience. I'm excited to continue refining the game's mechanics and share more updates soon!

Stay tuned for more insights into the development process, and feel free to share your own tips and experiences with camera movement in Unity!

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