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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 This version of documentation is OUTDATED, as it describes an older SDK version!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 free 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

See also

Creating a Persecutor

To create a dummy player, do the following:

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

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

Editing a Player Persecutor

In the Player tab, you can adjust the bit-masks and viewing frustum parameters of the persecutor:

A Player Tab

Setting Persecution Parameters

In the Persecutor tab you can adjust the following persecution parameters:

A Persecutor tab

Control Parameters

A set of parameters, controlling persecutor movements:

Fixed Angles Indicates if the persecutor can freely rotate around its target or it is oriented strictly in one direction. If checked, only the phi angle is fixed, the theta can change.
Controlled Indicates if controls of the player persecutor are enabled (the player responds to them).
Collision Indicates if collisions for the persecutor are enabled.
Collision A collision bit mask, specifying which objects can be collided.

Anchor Coordinates

Setting coordinates of the anchor point:

Anchor point Coordinates of an anchor point along the X, Y and Z axes (in the target node local coordinates), 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 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 The maximum theta angle (zenith angle, also known as pitch angle) that determines how far downward the player can look.

Post-processed Materials

In the Materials tab you can add post-processed materials to the camera. They will be applied after all other post-processes (such as HDR, DOF, etc.) are applied.

A Materials tab

Add a post-processed material from the dialog window appeared to the materials list by using the .

Last update: 2018-06-04
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