Pighaus Games Docs

These docs describe Fixed Angles and Blendshot, the next update, in development: everything in 1.3 and what it adds. 1.3 is in testing: read its docs.

Entering and leavingFixed Angles

Effects and hooks that play as a fixed camera takes and loses the shot, or as the player comes and goes, and presets that change the camera's feel for good.

The Entering And Leaving band of a fixed camera's panel is what happens around it: a screen transition as the shot changes, a look that plays as it cuts in, actions for your own game, and presets that change how your camera feels once the player has been through.

Transition#

With Blendable FX installed, our plugin of screen effects, a fixed camera can play one as the shot changes: bars that close and open, a shutter, a film burn, a crossfade, a hologram scan, an anime impact frame. Without it these settings stay hidden and every change cuts or blends as set under Takes The Shot. Neither plugin needs the other.

SettingWhat it does
Transition Inplayed as the shot changes to this camera
Transition Outplayed as the shot leaves this camera, whichever camera takes it

The camera letting go of the shot has the say first, so a way out set on one camera (a film burn out of a cinema) plays whichever room is next. Then the camera taking the shot, then the preset's Transition Between Shots, under Fixed Cameras on its panel.

A transition takes the place of the blend times. The change waits for it to cover the old shot, then cuts underneath, and the transition reveals the new one; one that blends from the old shot, such as a crossfade, keeps a frame of the old shot and blends from it into the new. If the player walks back before the old shot is covered, it uncovers the same shot and nothing cuts. A camera move between the two cameras carries the change instead, and a state such as aiming never waits for one.

Is A Transition Covering The Change, on the follow camera, says when a change is waiting under a transition.

Enter and exit#

Enter And Exit Are decides what the effects and hooks answer to:

  • The Shot, the default: the camera taking the shot and losing it. Aiming takes the shot away and gives it back, so it's an exit and then an enter.
  • The Area: the player coming into its area and leaving it. Aiming inside it is neither.

Effects#

Three looks, each with its own timing, the same as a lock-on's:

EffectWhen it plays
On Enteronce, on entering: a flash, a grade that settles, bars that slide in
While It Has The Shotfor as long as this camera holds the shot, rising and falling with it: a security feed's grain
On Exitonce, on exiting

Each has Play, how it Rises Over, Holds For and Falls Over, a Shape for the curve, a Strength, a look with a Rig's settings, material parameters of your own, letterbox bars and a highlight on the player.

Hooks#

On Enter and On Exit list actions to run: play a sound, spawn an effect, fire a camera event for a shake layer, or anything of your own. First Time Only runs a hook once and never again, and At Most caps how many times it runs.

The example hooks change the level while a camera has the shot and put it back after: hide the wall between the camera and its room, bring the lights up, slow time, hold a screen effect. One in On Enter with Put It Back Afterwards ticked puts things as they were when the camera lets go of the shot, so one entry does both.

Presets#

A fixed camera can change your camera's preset, so the player walks into one part of the level and leaves with a different feel. Presets always go by the area, whatever Enter And Exit Are says, so aiming never swaps a preset out from under the player.

SettingWhat it does
Preset On Enterthe camera preset to take on as the player comes into the area
Preset ModeLatch keeps it after they leave. While Inside keeps it only while they're in the area, then gives back what was underneath
Preset On Exita preset to switch to for good as they leave. Empty, While Inside gives back what was underneath and Latch stays as it is
Preset Blend Timehow long the change takes. Below 0 goes with the shot: at once on entering, where your own camera is out of sight, and over Blend Out Time on leaving
Preset Prioritywhere While Inside presets overlap, the higher wins

They follow the same rules as a Camera Preset Volume, so the two never disagree.