browser icon
You are using an insecure version of your web browser. Please update your browser!
Using an outdated browser makes your computer unsafe. For a safer, faster, more enjoyable user experience, please update your browser today or try a newer browser.

Author Archives: Programmer

Camera Control Available for Purchase!


Main Feature

The main function of this tool is to create a camera set up where a single object-of-interest is the focus of the scene. The implementation of this is potentially limitless for an object-of-interest in a 3D environment does not really mean that it has to be a single object in the real world. It can be a product, schematic, furniture, vehicle, layout of a room, building, or even a town – basically anything as far as they are made of polygons.



By setting up a scene in accordance to this tool, you could easily get a scene where the object can be panned and rotated 360 degrees (although doing 360 degrees mostly gives the users a bad headache!). The scene is controllable via left mouse button and dragging on PC, Mac and Linux, as well as swiping on touch screens. The function and code used in this tool is the basic GetMouseButton and is therefore a generic function that can be applicable to various devices.


Use Case

This list is not limited to what will be mentioned, but here is a list of scenario where you will find this tool useful:

  1. A 3D character design portfolio.
  2. Packaging design of a product.
  3. Showcase of a material.
  4. Furniture virtual showroom.
  5. Engineering schematic or diagrams.
  6. Trophy showcase scene that could be a part of a game.
  7. A 3D storybook where a scene is shown via 3D scene.



On this Demo Scene, there are a few parameters on display that could be adjusted. Below are the details of these variables.

Camera Top Limit – Determines the top limit (maximum) position of the “look at” target of the camera.

Camera Bottom Limit – Determines the lowest limit (minimum) position of the “look at” target of the camera.

Top Rotation Threshold – Determines the position where the camera will start tilting upward, creating an effect of looking down on the object-of-interest.

Bottom Rotation Threshold – Determines the position where the camera will start tilting downward, creating an effect of looking up on the object-of-interest.

Camera Movement Speed – Determines the speed of the camera panning up and down. The higher the value, the less you need drag/swipe to pan the camera up or down.

Camera Rotation Speed – Determines the speed of the camera rotation (vertical rotation only). The higher the value, the less you need to drag/swipe to tilt the camera upward or downward.


Camera orbit now available for purchase at Unity3D Assets Store at $5.00!

Categories: Store | Tags: , , , , , , | 4 Comments

Raycast Hit!

Hello guys! Programmer here! :D

So, after we found out that there are some problems regarding our old selecting method (yes selecting the object, what else?), we decided to research more about other possibilities regarding selection method, as this is indeed one of the most important thing in hidden-object game.

So, I decided to try out the Raycast Hit, which Mr. Alvin have tried it before and said that he got some problems regarding Raycast hit, but at that time I didn’t have the chance to really go into raycast hit, so here it is some snippet of the raycast hit:

function Update () {
   if (Input.GetMouseButton(0)) {
      var hit : RaycastHit;
      var ray : Ray = Camera.main.ScreenPointToRay(Input.mousePosition);

      if (Physics.Raycast(ray, hit, 100.0)) {
         if(hit.transform.gameObject.tag == "Cube") //do something with cube objects
         else if(hit.transform.gameObject.tag == "wrong!") // is not our target.
         // so on so forth

So far the code is working like a charm in test scene, will update you guys when we actually move this inside the game scene. Hope this helps the others. =)

Keep Coding!


Categories: Scripting | 2 Comments