Do you want to add essential camera targeting to your game character? Do you need to add camera management for any of the commonly-needed vehicular and character viewing modes to your game development efforts? Would you like the ability to smoothly glide between camera views? We did to, and now we are bringing it to you! Our DynamicCamera scripts and camera enhancements for the the for Unity3D game engine are available at the Unity3D Asset Store. 
DynamicCamera is a multipurpose camera controller that can serve as the foundation for all your game- and interactivity-development camera movement needs. It is coherently designed, implemented, and documented to be easy to use and extend. What follows is a short introduction, along with links to the Demo, Documentation, Video Tutorials, and User Forums. Overview DynamicCamera is a versatile camera movement, targeting and tracking programming interface, which can dynamically switch between a number of useful modes. These modes vary from direct following, various perspectives, following based on velocity, and many others. The versatility of the camera's controlling code should fulfill a wide variety of game design needs, and is highly extensible to adapt to your specific projects. Setup To setup the dynamic camera, simply attach the DynamicCamera.cs script to any camera GameObject. Set the primary target to the GameObject you wish to follow, and then set the mode to a movement control scheme that suits your particular need or current game state. Other scripts are included, which may also be added to a camera controlled by DynamicCamera.cs to augment and enhance DynamicCamera's functionality in several nuanced ways. Important Links 1: Interactive Demo ( this is just a web player with stand-ins, but the DynamicCamera can be used on any platform or as the basis of any form of gameplay )
2: API & Documentation
3: Video Tutorials
4: Support & User Forums 5: Purchase DynamicCamera at the Unity3D Asset Store ~ $15 Introductory Price
The World Physics System is a celestial body & point gravity scripting interface for Unity3D, intended as a replacement for the stock downward gravity. The World Physics System can be used to simulate planetary orbits, body-body attraction, or "snowballing" effects. You may use it to create circular worlds "out-of-the-box," but the World Physics System is implemented robustly, providing you complete freedom in expressing your point gravitation creativity, complex and repulsive forces, allowing you to use the system as a subcomponent for other effects, such as spells, powerups, or goal-based Artificial Intelligences for NPC's. Now, with the World Physics System and Unity3D, the sky is truly the limit! 
World Physics System is a scripting interface which may be used to create a plurality of spherical gravitational pulls on a multitude of other objects. We've written this as an API, so that you, the game developer, can mimic the vast number of gravitational situations in your 3D projects in which gravity is not always simply straight down (as is the default and only option in standard Unity3D environments). We have written the API for simplicity, to be robust and object-oriented, hopefully easing its reuse and extensibility. What follows is a short introduction, along with links to the Demo, Documentation, Video Tutorials, and User Forums. Overview This system is made of two components, a World and zero or more WorldObjects within the gravitational influence of that World. The World acts as a center of gravity in the system. Through it you can define whether the gravity is constant or diminishes over distance. The World Physics System gravity works just as regular Unity3D gravity, but instead of always pointing down (-y), it points FROM the WorldObject TO the transform position of the World.
The WorldObjects are objects which are acted upon by the World's gravity. As a developer, You need only instantiate a WorldObject with a reference to the World, and the system will handle everything for you. When the mass of the WorldObject is ignored, it will not affect its acceleration due to gravity, as the World is assumed to have a much larger mass than the WorldObject. Setup To set up the World Physics System, simply attach the "WorldPhysicsSystem.cs" script to arbitrarily any object in the scene, preferably a central manager object, the main camera, the main star in a solar system, etc. and then turn off the built-in Unity3D gravity on the objects you wish to control with World Physics System's point gravity. The "World.cs" script can be added to any Game Object that you then wish to exert gravitational forces, and the "WorldObject.cs" script can be added to any Object you wish to be affected by the gravity of a World. All the scripts may be interchanged and combined in very dynamic ways, without breaking the system. There is nothing preventing developers from having one object that simultaneously manages several World Physics Systems, while also being a World and a World Object in many different systems at once. Truly complex relationships may be created without adverse effects, while simple relationships can be created in seconds. Important Links 1: Interactive Demo ( this is just a web player with stand-ins, but the World Physics System can be also used on any platform or as the basis of any form of gameplay )
2: API & Documentation
3: Video Tutorials
4: Support & User Forums 5: Purchase DynamicCamera at the Unity3D Asset Store ~ $15 Introductory Price
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