Now we're going to talk about the more interesting cameras in my perspective.
The first one we want to go over is the third person follow for the body.
And you can use a capsule.
But for this instance, I wanted to use a human body t-pose so you have a better visualization.
But on your end, I want you to use a capsule to kind of understand how this works.
So I'm going to select the third person follow for my camera.
And I want to make sure that I press solo so I can see through my camera.
And I have my Y bot selected.
You can even press play if you wanted to.
And you can see how this camera works.
But solo should be fine enough unless you have saved during play.
So what does the third person follow camera do?
Well, it's fantastic because it positions your camera behind your character so that you
have those third person perspectives that you don't have to actually build in anymore.
So the first thing you want to do is let's look at this.
We have the dampening.
Dampening of course is nothing to do with positioning.
It's how smooth our camera moves from one update to another.
So as our character is moving, do we want it to be stringently locked to the character
or do we want it kind of loosey-goosey?
The shoulder offset.
This is something that you're automatically going to want to adjust immediately.
So in here, we can change our Y position and you can pick how you want your character to
be positioned behind your third person view.
So let's say this is going to be my third person view.
Some people like it like way back here, kind of like God of War style.
Other people want the kind of gears of war view where you're a little bit closer.
But this is your shoulder offset.
This is how far back your character is going to sit or your camera is going to sit from
your character.
And you could adjust this so that your offset is either further away or it's dead on center.
Usually for third person perspectives, they'll usually go kind of like on a slight offset
here.
Your vertical arm length and your camera distance, this is all distance relation to your hand.
So your arm length to your hand, that's that distance.
Camera distance to your hand is two.
These are usually set to default.
I usually never mess with these.
One cool trick is this camera side.
So you notice that some games allow you to shoot from left hand to right hand.
So you're going around a corner.
You can adjust the camera side to switch from one to the other and your camera will adjust.
So if your, let's say your shoulder offset increased, you'll notice even though I'm going
in the positive direction because I'm choosing this camera side, it's going to go and equally
distribute it among both sides right there.
So what are obstacles?
We can define what would be an obstacle for our camera collision.
This doesn't actually do the collision, but it defines what would be collidable.
And so in here you could say, you know, I only want to collide with colliders or I only
want to collide with, you know, water, but I don't want to collide with the walls.
It's really your choice.
And the only way you can actually make the collisions occur is in an extension that is
the Cinemachine Collider.
We go over this later, but when you add the Cinemachine Collider, now your third person
camera is actually going to start colliding with objects.
And this is your camera radius and the tags you can't ignore.
So the camera radius would be, you know, how close does the camera have to be to the object
before it starts colliding?
But this is the third person.
So then when you do take your Y-Bot and you start rotating around the scene, you'll notice
that my third person camera sticks with me as it's moving.
You know, there's a dampening to it, so it's not immediately snapping, but you could see
how it stays in position.
And this is such a great camera to use if you're going to be using a third person kind
of scenario in a video game.