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Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Players

Players are cameras creating viewports into the world. The cameras available in UnigineEditor are:

  •   Player Actor is a player with a rigid physical body that can only walk on the ground.
  •   Player Dummy is a simple viewport into the world that has no physical properties and cannot collide with objects.
  •   Player Persecutor is a free flying camera without a physical body that follows the target node at the specified distance. It can collide with objects but cannot interact with them.
  •   Player Spectator is a free flying camera without a physical body that is used to create a spectator mode. It can collide with objects but cannot push or interact with them.

There are other types of cameras not present in the Editor. These camera types can be controlled via code.

See Also

  • The Player class to edit all kinds of players via API
  • Recommendations on setting up cameras
  • C# Component Sample set demonstrating how to set and adjust a camera for various use cases
  • CAD-Like View implementation in CPP Samples set demonstrating a multiview split screen combining views from cameras having different projection matrices
  • Top-Down Controller implementation in CPP Samples set demonstrating some elements of a top-down strategy

Common settings#

For all players listed above, there is the set of common settings. They can be changed on the Node tab of the Parameters window:

Vertical player parameters


Physically-based player parameters
Main Player Defines whether the player is used as the default camera at run time. If several players have this flag enabled, the last one in node hierarchy will be used.
Listener Defines whether the player is used to listen to sounds at run time.

Setting bit masks#

A set of bit masks available for the player:

Viewport Mask Controls rendering of objects, decals, and lights into the camera's viewport.
Reflection Mask Controls rendering of the Environment Probe and planar dynamic reflections into the camera's viewport.
Source Mask Specifies what sound channels are played for this camera.
Reverb Mask Specifies what reverberations are played for this camera.

Viewing frustum parameters#

FOV Mode

Depending on the FOV Mode, parameters defining a player's viewing frustum differ:

  • Vertical FOV is used for the standard player. In this case, the FOV is set in degrees.
  • Physically-Based Camera is used for the physically-based player with the horizontal FOV. In this case, the FOV is calculated depending on the film gate and focal length of the camera according to the formula:

    FOV = 2 * atan(film_gate / (2 * focal_length)) * RAD2DEG

FOV Degrees The camera's vertical field of view, in degrees.
Focal Length Focal length of the physically-based camera lens, in millimeters. Determines the area that can be seen in the camera's viewport.
Film Gate Horizontal size of the film gate for the physically-based camera with horizontal FOV, in millimeters. Determines the area that can be seen in the camera's viewport.
Near Clipping Distance to the near clipping plane of the player's viewing frustum, in units.
Far Clipping Distance to the far clipping plane of the player's viewing frustum, in units.

Postprocess materials#

By clicking Add New Material, you can add postprocess materials to the camera in the fields that appear. These materials will be applied after all other postprocesses (such as HDR, DOF, etc.) are applied.

To add a postprocess material type its name in the field, or drag the desired material to this field.

Several postprocess materials are rendered according to their order top-down.

Last update: 2023-12-19
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