This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Warning! This version of documentation is OUTDATED, as it describes an older SDK version! Please switch to the documentation for the latest SDK version.
Warning! This version of documentation describes an old SDK version which is no longer supported! Please upgrade to the latest SDK version.

Player Persecutor

A player persecutor is a flying camera without a physical body that follows the target node at the specified distance. The exact point of the target it follows is called an anchor. The persecutor can either turn around its target, or its viewing direction can be fixed. It is approximated with a sphere, which allows it to collide with objects (but it cannot, for example, push them or interact with them).

Player Persecutor freely rotating around target

Notice
As any transformation of a player forces it to recalculate its inner state (position, direction, angles, and so on), the up direction of the player's viewport may become "negative forward". And then transformation will be recalculated by using this direction, causing flip of the player's basis. To avoid such flipping, the theta and phi angles should be recalculated by using the current viewing orientation of the player.

See also#

Creating a Persecutor#

To create a persecutor player, do the following:

  1. On the Menu bar, choose Create -> Camera -> Persecutor.

  2. Place the camera somewhere in the world and specify the required parameters via the Parameters window.


A dummy node named Persecutor_Target that represents an anchor is created along with the Player Persecutor. To make any object an anchor of the Player Persecutor, make that object a child of the Persecutor_Target dummy node.

Editing a Player Persecutor#

In the Player Persecutor section of the Node tab, you can adjust the bit masks, viewing frustum parameters, and post-process materials, as well as the specific parameters of the camera described below.

Player Persecutor parameters

Control Parameters#

A set of parameters controlling persecutor movements:

Fixed Angles Toggles on and off the persecutor's ability to freely rotate around its target. If disabled, the player persecutor is oriented strictly in one direction. If enabled, only the phi angle is fixed, the theta can change.
Controlled Toggles controls of the player persecutor on and off (the player's response to them).
Collision Toggles collisions for the persecutor on and off.
Collision mask A bit mask defining nodes the player persecutor is able to collide with.

Anchor Coordinates#

Coordinates of the anchor point:

Target node The anchor node to which the Player Persecutor is bound. By default, the Persecutor_Target dummy node created together with the Player Persecutor is set as a target node. Any node existing in the World hierarchy can be selected as a target node via the drop-down window.
Anchor point Coordinates of an anchor point along the X, Y, and Z axes (in local coordinates of the target node), to which the persecutor is bound.

Distance Parameters#

A set of distance parameters:

Min Distance The minimum possible distance between the persecutor and the target.
Max Distance The maximum possible distance between the persecutor and the target.
Min Theta The minimum theta angle (zenith angle, also known as pitch angle) that determines how far upward the player can look.
Max Theta The maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look.
Last update: 2022-12-14
Build: ()