FS Devlog 02
In this devlog, I’m getting hands-on with something that makes (or breaks) third-person games: a camera system that feels intentional. I’m using Unity 6 Starter Assets (First Person + Third Person) and Cinemachine to build a camera rig that can blend smoothly from TP → FP → TP with a deliberately slow, cinematic 2-second transition. The switch ism currently being triggered with a key input from code — with the logic organised through Visual Scripting State Machines so the system stays readable and scalable. Along the way I set up the Cinemachine Brain + two virtual cameras, built the switching logic, and add a “cinematic pass-through” layer: URP post-processing during the blend (lens distortion / chromatic aberration / grain) plus a mesh-hiding trick so the camera can travel through the character without exposing the inside of the model. The result is a perspective shift that feels like a designed moment — not a technical compromise. If you’re building a narrative game, a horror prototype, or anything where perspective is part of the storytelling, this setup is a solid template you can reuse and extend. #indiedev #devlog #unity #unity6 #cinemachine #visualscripting #urp #gamedev #starterassets #thirdperson #firstperson #camerarig
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