Dual-Target Focus Camera System View on Asset Store (opens in new tab)

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Latest version
1.0.0
Last updated
First released
Unity version
2021.3.2 or later
Package size
90 KB
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Dual-Target Focus Camera System

by Wiskered (opens in new tab)

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Dual-Target Focus Camera System: A physics-optimized camera controller for smooth, dynamic third-person gameplay in Unity.

Price $15.00

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Price history for Dual-Target Focus Camera System, 6 months Current $15.00; lowest $15.00; highest $15.00 in this period. $0 $10 $20 Jun Jul Aug Sep Oct Nov

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Dual-Target Focus Camera System screenshot 1

Dual-Target Focus Camera System screenshot 1

About this asset

▪―――――――――― CONNECT WITH US ――――――――――▪

wiskered.com | Twitter | Discord | YouTube | Instagram | Itch.io

▪―――――――――――― OVERVIEW ――――――――――――▪

The Dual-Target Focus Camera System is a specialized tool designed for games with physics-heavy characters and environments. It solves common camera issues like jittery tracking, obstacle clipping, and unnatural movements through a unique dual-target architecture. Originally developed for early experimental versions of FUNBRUN (under active development), it prioritizes adaptability, accuracy, and smoothness in chaotic scenes.

▪――――――――――― KEY FEATURES ―――――――――――▪

PlayerCameraController

  • Rotation: Horizontal and vertical rotation with adjustable speed (rotationSpeed) and angle clamping (minYRotationAngle, maxYRotationAngle).
  • Zoom: Manual control (zoomSpeed, zoomSmoothSpeed) and auto-zoom for obstacle avoidance.
  • FOV Adjustment: Dynamic FOV changes (e.g., squinting) with smooth transitions (squintPercentage, fovSmoothSpeed).
  • Horizontal Obstacle Avoidance: Detects walls and objects via range-based raycasting. Adjustable collision radius (collisionRadius) and pre-collision buffer (preCollisionPlusDistance).
  • Smoothing: Smooth recovery after collisions and movements.

CameraFocusTarget

  • Vertical Tracking: Maintains vertical offset (axisDeviationY) to avoid clipping into floors or ceilings.
  • Noise Filtering: Uses a custom speed-based curve (smoothTimeCurve) to dampen physics jitter.
  • Vertical Obstacle Avoidance: Detects ceilings via upward raycasting and adjusts height dynamically.
  • Dynamic Offset: Shifts target position based on character tilt and zoom.

▪――――――――― TECHNICAL HIGHLIGHTS ―――――――――▪

  • Input System Integration: Supports mouse, gamepad, and keyboard.
  • Event-Driven Workflow: Use UnityEvents (onCollisionDetected, onSquinting) for custom logic.
  • Debugging Tools: Visualize rays, collision zones, and focus points with toggleable Gizmos.
  • Layer-Based Obstacle Detection: Define custom layers for collision detection (obstacleLayer).

▪―――――――――――― USE CASES ――――――――――――▪

  • Physics-Intensive Games: Ragdoll characters, destructible environments, procedural animation.
  • Exploration/Parkour: Maintain visibility in tight spaces or vertical levels.
  • Cinematic Projects: Achieve smooth camera movement without complex scripting.

▪――――――――――― SPECIFICATIONS ―――――――――――▪

Requirements: Unity 2020.3+, Input System Package.

Included Assets:

  • PlayerCameraController.cs
  • CameraFocusTarget.cs
  • README + In-Engine Comments
  • Demo scene.

Demo scene:

  • Test area with obstacle blocks.
  • Sphere simulating a character with physics (chaotic movement in the air).
  • Preconfigured scripts (PlayerCameraController, CameraFocusTarget, DemoPhysicsSphere).

▪―――――――――― LIMITATIONS ――――――――――▪

  1. Not Universal: Optimized for physics-driven characters. Avoid using for static cameras or 2D/orthographic projects.
  2. Demo Limitations: The included demo is minimal. The trailer showcases FUNBRUN footage, but game content is NOT included.

From the publisher's Asset Store listing.

Technical details

Key Features:

  • Dual-target architecture (PlayerCameraController + CameraFocusTarget).
  • Physics-optimized smoothing via custom smoothTimeCurve.
  • Horizontal & vertical obstacle avoidance (raycasting + range-based detection).
  • Dynamic FOV adjustment (squinting) with smooth transitions.
  • Manual/Auto-zoom with collision-responsive positioning.
  • Input System integration (mouse, gamepad, keyboard).
  • Layer-based obstacle detection (obstacleLayer).
  • Event-driven workflow (onCollisionDetected, onSquinting).
  • Debugging tools (Gizmos for rays, collision zones).
  • Angle clamping, Y-axis inversion, adjustable speeds.

Compatibility

Render pipelines supported in each Unity version
Unity version Built-in URP HDRP Custom
2021.3.2f1 Compatible Compatible Compatible Compatible

Install Unity 2020.3+ and the Input System package

As listed on the Asset Store.