Camera System

Unity Engine, C#

I developed this easily customizable camera follow system for a 3D platformer project. It featured hard and soft follow zones for the player, an independent virtual camera with its own follow parameters that controlled dead zones for height follow, and a radius and follow speed to the camera rig.

The system makes use of Unity's Cinemachine package for a simple 'look at target' behaviours that included dead, soft and hard zones.It is fully customizable, as parameters are made visible to the Editor using Serialize Fields and other Unity editor tags.