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.

Fixed angles

A camera placed in every room, cutting as you walk between them, with controls that survive the cut and aiming over the shoulder.

The classic survival horror camera: a held shot from the corner of every room, and the next room's camera cutting in as you cross the doorway. What the player can't see from here is the whole point, and the camera you place decides it.

The camera#

  • 1

    Add the camera.

    A Blendable Follow Camera on your pawn with the Fixed Angles preset. Away from fixed cameras it's a tight over-the-shoulder shot for careful movement, and its aim cuts in and out.

  • 2

    Add the shakes.

    A Blendable Shake beside it, Body left empty. The preset's walking bob plays through your own camera only: a placed camera doesn't breathe.

  • 3

    Bind aiming.

    Set Aiming from your aim input. Aiming cuts to over the shoulder, facing the way the character faces, and cuts back when they let go.

  • 4

    Place a camera in every room.

    Frame each shot in the viewport, choose Blendable → Place Fixed Camera Here, and shape its area to the room.

Rooms#

  • High in a corner, looking down. The shot most rooms want. A narrower lens than you'd think, 60 to 70 degrees, keeps it from looking like a security feed.
  • Doorways. Put the cut where the player can't turn round on it: let neighbouring areas meet in the doorway, and the Stay Margin keeps it from flickering. A camera that faces the way the player walks in reads as forward.
  • Corridors. Slide Along A Line, with the track along the ceiling and Offset Along a few metres behind, so the corridor stretches out ahead.
  • Big rooms and halls. Turn To Follow from a corner, with Keep Them At a little below the middle and Zoom To Keep Their Size, so the player stays the same size wherever they walk.
  • A way through. Where a cut between two rooms is too abrupt and a blend would pass through the wall between them, a camera move takes the shot the way round: out through the doorway and past whatever stands in the next room, At The Player the whole way.
  • A security feed. A fixed camera with its own Look: saturation down, grain and a vignette, and a faint Shake, such as Shake_World_EngineIdle at 0.2, for the hum. An On Enter effect with a burst of grain and colour separation over a few hundredths of a second reads as the feed switching on.

Controls#

Keep The Old Direction, the default, is what most players expect: a run carries on through a cut, and the controls come round to the new camera once they stop or turn. For tank controls, set Controls Across A Cut to Leave The Controls Alone and move the character relative to itself in your own code. A camera that should have it another way says so in its own Controls Across This Cut. Controls across a cut has the rest.

Moments#

  • A cut that tells a story. A camera with a higher Priority, its Takes The Shot switched off until the story needs it, then on with Set Enabled.
  • Coming in from outside. Preset On Enter with Latch on the first camera inside a building changes the feel for good as the player walks in, so the porch outside can keep a third-person camera.
  • Showing something. Hold Fixed Camera puts any camera on screen wherever the player is, with a blend time, until Let Go Of Fixed Camera: a door opening on the other side of the house.

Fixed cameras has everything a fixed camera can do.