This page has been translated automatically.
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Landscape Tool
Using Editor Tools for Specific Tasks
Extending Editor Functionality
FAQ
编程
Fundamentals
Setting Up Development Environment
Usage Examples
UnigineScript
C++
C#
UUSL (Unified UNIGINE Shader Language)
File Formats
Rebuilding the Engine and Tools
GUI
Double Precision Coordinates
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
Rendering-Related Classes
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Player Persecutor

A player persecutor is a flying camera without a physical body that follows the target node at the specified distance. The exact point of the target it follows is called an anchor. The persecutor can either turn around its target, or its viewing direction can be fixed. It is approximated with a sphere, which allows it to collide with objects (but it cannot, for example, push them or interact with them).

Player Persecutor freely rotating around target

Notice
As any transformation of a player forces it to recalculate its inner state (position, direction, angles, and so on), the up direction of the player's viewport may become "negative forward". And then transformation will be recalculated by using this direction, causing flip of the player's basis. To avoid such flipping, the theta and phi angles should be recalculated by using the current viewing orientation of the player.

See also#

Creating a Persecutor#

To create a persecutor player, do the following:

  1. On the Menu bar, choose Create -> Camera -> Persecutor.

  2. Place the camera somewhere in the world and specify the required parameters via the Parameters window.


A dummy node named Persecutor_Target that represents an anchor is created along with the Player Persecutor. To make any object an anchor of the Player Persecutor, make that object a child of the Persecutor_Target dummy node.

Editing a Player Persecutor#

In the Player Persecutor section of the Node tab, you can adjust the bit masks and viewing frustum parameters of the persecutor:

Vertical Player Parameters

Physically-Based Player Parameters

Setting Persecution Parameters#

In the Player Persecutor section of the Node tab you can adjust the following persecution parameters:

Control Parameters

A set of parameters controlling persecutor movements:

Fixed Angles Toggles on and off the persecutor's ability to freely rotate around its target. If disabled, the player persecutor is oriented strictly in one direction. If enabled, only the phi angle is fixed, the theta can change.
Controlled Toggles controls of the player persecutor on and off (the player's response to them).
Collision Toggles collisions for the persecutor on and off.
Collision mask A bit mask defining nodes the player persecutor is able to collide with.

Anchor Coordinates#

Coordinates of the anchor point:

Target node The anchor node to which the Player Persecutor is bound. By default, the Persecutor_Target dummy node created together with the Player Persecutor is set as a target node. Any node existing in the World hierarchy can be selected as a target node via the drop-down window.
Anchor point Coordinates of an anchor point along the X, Y, and Z axes (in local coordinates of the target node), to which the persecutor is bound.

Distance Parameters#

A set of distance parameters:

Min Distance The minimum possible distance between the persecutor and the target.
Max Distance The maximum possible distance between the persecutor and the target.
Min Theta The minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look.
Max Theta The maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look.

Post-processed Materials#

In the Materials tab, you can add post-processed materials to the camera. They will be applied after all other post-processes (such as HDR, DOF, etc.) are applied.

Add a post-processed material from the dialog window appeared to the materials list by using .

Last update: 2019-12-25
Build: ()