Editor camera

Planning and Development

I’ve been struggling with the camera in the world editor for the last few days.  I had an orthographic camera as the primary view and I liked that look but it came with some complications.  What it really comes down to is that I don’t 100% understand how orthographic cameras work but in any case I was having trouble getting it to act the way I wanted.  The near and far clipping planes confused me and even when it worked the way I wanted it to I wasn’t exactly sure why.  Zooming the view versus moving the camera seemed to cause problems with raycasting, which I need for selecting objects in the scene.

For some reason I was worried that a perspective camera would be more difficult to work with for editing.  I guess I thought it would distort things that are far away or off to the side in the view, but I changed the primary camera over to a perspective camera and it works fine.  It’s different from an orthographic view, of course, but not drastically so.  It may actually work out well because the native view in the editor will be closer to what players will see in the actual game.

At some point I may add the ability to the editor to switch between perspective and orthographic cameras, but that’s definitely a bonus feature for some time down the road.  Now I can get back to working on things that will actually help me get content created, instead of ridiculous, minor issues with the way things are rendered to the screen.

Leave a Reply

Your email address will not be published. Required fields are marked *