|Name of gadget||Camera Pointer|
|Section||Cameras & Lighting|
|Number of Tweak pages||1|
|Last updated||10 Mar 2019 [Beta]|
In Dreams, there is is a default viewpoint centred on the imp or on anything that the imp is possessing. The camera pointer helps give you some control over that default view, so for example if the player is approaching a tough platforming section, you might want to pull the view back a little or modify the angle to make navigation easier. Or maybe you want to limit the viewpoint in tight spaces to avoid seeing the camera clip through the walls.
With the camera pointer, you can specify the default viewpoint where you like – grab it and reorient it and tweak it according to your needs.
If you need much more control over the player’s viewpoint, see the Camera gadget, which can be powered on to take total control over what the player sees.
Example Tutorial (adapted from Media Molecule)
- Stamp a puppet.
- Stamp a camera pointer.
- Position the pointer for a different view, such as overhead, looking down.
- Jump into test mode.
- Possess the puppet. Note that the camera pointer changes the view to an overhead one.
- Go back to edit mode and add another camera pointer with a different view.
- Pop back into test mode.
- Possess the puppet again.
- Try walking the puppet back and forth between the different camera pointers and observe the changes to viewpoint.
- Zoom Multiplier
Control the level of zoom that is applied with this input and slider.
TBA. A control for the level of tile (pitch) of the camera (the kind of rotation you get when you nod your head).
TBA. A control for the level of yaw of the camera (the kind of rotation you get when you shake your head).
- Activation Output
This output sends out a signal for the duration that this particular camera pointer is active, i.e. affecting the current viewpoint.
This is where you turn the gadget on/off.