Side-scroller: Keep ground visible when jumping to higher platforms

In my side-scroller the camera follows the player vertically. When I jump onto higher “brick” platforms, the camera moves up and the ground goes out of frame. I’d like the ground to remain visible while still following the player, and also prevent the player from leaving the top of the screen during high jumps. ty for helps.


i want to see the floor always. maybe it should seen stabil like mario game

Hi,

If you want a static camera (like mario)

  • Use an external camera that is not inside ThirdPersonCharacter. You can switch to that camera at begin play.
  • This tutorials camera setup is what you are looking for.
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yess thank you i did it like in the video. now my camera is static.
but now when I climb a high brick I go out the map. can i fix this too? if I set a limit on the top, wouldn’t i reduce the height from which i can normally jump?

lmaoo dat song. :d

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Hi,

Depends on how your levels going to be overall interms of verticality.

Levels will be similar (mario like ) not too much verticality.

Option One : You can leave as it is
Option Two : You can adjust camera a little bit vertically additionally put invisible wall if required (not necessarily needed)
Option Three: OnTick you can check player height from GroundZero, upon reaching a threshold X meters->Branch->SetCameraActorLocationWorld (Z) ( InterpToFloat (PlayerHeight/2) ) .. type of compensation or you can do this to set camera position or FOV Bigger to compansate that moments.

Levels will be vertical, possibly 2 + stages in height.

Then for that much verticality better write a Y-Axis Camera lag script like in Option 3.

Branch(ThresholdPlayerHeight)->True->SetCameraActorLocationWorld (Z) ( InterpToFloat (PlayerHeight) )
Branch(ThresholdPlayerHeight)->False->>SetCameraActorLocationWorld (Z) ( InterpToFloat (OriginalAnchorLocation) )

Camera can get more design aspects depending on type of the game even its platformer mechanics at its base, limits, pans, transition types etc. Better try to decide those before diving into more, on combat moments also can have some aspects as smart camera of centering facing direction and nearest threat.

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what a good teacher u are. i ll give a try this evening or tomorrow. thank you so much.

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abi oyunun mekanikleri bitti sayılır. basta bi sorumu daha cevaplamistin ilerledim sonra hahah. simdi görsel seyleri hallediyorum onlarda zorlaniyorum biraz. bu kamerayi deneyecegim sonra arkaplan yapmayi da sormak isterim sana. uzay temalı olabilir yıldız kuzey isiklari gibi. ben mushroom yerine stormtrooper kaski koydum turtle kabugu yerine de bb8 o yüzden oyle bir sey istiyorum :smiley:

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