Once in Game mode, Unity does not offer a default camera controller : by default, the camera is not moving. To be able to move a camera at runtime (using the engine overlay), you must use a custom component. Two custom controllers are included in the Predict Unity package, but you can use any method you want to move the camera in the scene.
The UVR Unity Controller component enables you to move the camera using the same mouse inputs as in Unity’s Scene view.
The Control Type variable defines the way the camera can move in the scene :
Free : the camera can move and rotate in any direction,
Centered on target : the camera moves around a given GameObject (the target), the camera will always face the target,
Rotation Only : the camera can rotate in any direction but it cannot move in the scene.
The available controls are listed bellow :
All cameras and optical instruments instantiated via the “PredictSuite/Optical Instrument” right-click menu in the Hierarchy tab contain a UVR Unity Controller component by default.
The UVR FPS Controller component enables you to move the camera using first person player controls. You can instantiate a FPS camera in your scene via the right-click menu in the Hierarchy : "PredictSuite/Scenarization/FPS Camera".
The controls to move the player are the following :
Orbit : move the mouse,
Move : Unity horizontal and vertical axis (arrows, ZSQD or WASD keys),
Jump : space key.
The scene should contain colliders that define the accessible area for the player. See the Unity documentation for details on colliders.
The FirstPersonPlayer GameObject contains two components :
The Character Controller is a Unity component that defines the shape of the player collider and the maximum steps and slopes it can climb on. See the Unity documentation for more details,
The UVR FPS Controller defines how the player moves in the scene and some UI options. The UVR FPS Controller component options are the following :
Movements :
Mouse Sensitivity : defines the sensitivity of the mouse to orbit the player,
Move Speed : defines the speed of the player to move in the scene,
Pause On Click : if true, the mouse right click button toggles on and off the ability to orbit the player.
Gravity :
Ground Check : the GameObject that represent the player's feet (see image here against). It is used to know when the player is in contact with the ground and is able jump,
Ground Distance : the maximum distance (in scene units) between the player and a collider in the ground mask layer for the player to be able to jump,
Ground Mask : the layer containing the colliders the player can jump from,
Gravity : the force of gravity, defines how fast the player falls,
Allow Jumps : if true, the player can jump from all colliders in the ground mask layer using the space key,
Jump Height : the maximum height (in scene units) a player can jump.
UI :
Cursor : the GameObject containing the player cursor. By default, the target is a red dot centered in the screen (see image here against). The cursor will be visible when the player comes near to a Collider Button or if showCursorAlways is set to true,
Show Cursor Always : if true, the cursor will be enabled at all time,
UI Distance : the distance range between the player and a collider in the ui mask layer in which the cursor is visible,
UI Mask : the layer containing the colliders with UI.
In the UVR FPS controller prefab, the Camera GameObject is the actual FPS camera. By default, the camera is positioned a little under the top of the player collider (see image here against). You can move the camera relatively to the collider to make the player taller or smaller. You can define custom Predictive Engine settings for this camera by adding an UVR Camera Settings component to this GameObject. See the optical instruments section for more details,