why particles move backwards when camare get close? - camera

I have a particle system(THREE.JS) with size set to 40 when camera gets close to them they move backwards until they disappear, is that normal how can I change that? I want them to stay still

In this case it's because TrackballControls is making the camera always looking at the center. So if you zoom in too much you end up with the camera behind the center but still looking at the center.

Related

Flickering material in Blender

I have some problems with a material on a large plane.
It is a simple plane with a texture on it. When I add a simple image texture, the material looks fine. But if I then make the camera move in an animation, the material is flickering and acting wierd in the horizon. I figure that it is because the image texture is getting very small when it's far away, so it renders it a little different on each frame. I can also see that if I disconnect the displacement it stops. So it's maybe a displacement problem and not and image problem.. I don't know :) But is there a way to make this stop. Maybe a way to make it render with less detail when it's far away? Or a way to make the image texture only appear when it's close to the camera? Or something else?
Best
Michael

Unity2d; How to raise(lift) camera during game mode at a fixed y axis minimum

I may be making this harder than what it really is, but I am also pretty new to developing games. Currently I am making a practice scene to get back used to the unity engine as I have not had time to use it since last summer. My issue is that I can not figure out how to lift the camera in game mode. Notice my photo below, and how much of the "underground" is showing. I want to raise the camera to keep it at the very least a specific y axis value, so that I can make less of the ground visible, and more of the background visible. If I am over complicating this, please also let me know. Thank you
If main camera is still then just lift the camera in scene view you can see changes in game view.
Or if camera moves with respect to player then you have to use a script and attach it to camera and get a reference of player transform in the script and according to the player position change position of the camera. Add an offset value in y component of the camera.

Unexpected behavior after zooming into a 3D object with OrbitControls + Three.js

So, I have this code. It's a small 3D scene with a ground, a red box, a custom loaded building and a rotating "sun". I'm delegating camera navigation to OrbitControls script, as it fits the most the way I want the camera to behave, however, there is a little weird problem: after I zoom in into a 3D object within this scene, rotate a little, then zoom out to "leave" the object, the zoom out process takes a billion scrolls. It's a weird behavior and I'm sorry if I'm not clear enough; once I'm in I have to scroll like forever, and every frame it seems to move "out of" the object very slowly, like the camera state is somehow screwed up.
I'm sorry if this very question has been already asked, I looked for this issue and tried stuff from other topics that seemed the same, but it didn't work.
#Edit
Wow, something even weirder. I tested zooming in this example, indefinitely, then the zoom in started to grow VERY slowly (just like in my code). Am I misunderstanding something? It looks as if the amount of zoom-in's somehow blocked rendering or something.
WestLangley tip actually solved my problem. Setting minDistance prevented the camera to zoom in infinitely, despite the actual rendering only showing a small step into the scene.

How I can I delete sprites without obstructing the physics in SpriteKit?

I want to make a game in which sprites fall from the sky and stack up on the floor, however when there is a lot of layers the camera will move up so you can continue playing. After a while more and more rows of sprites will become invisible as the camera moves up. I want to delete these unused sprite-nodes to keep the performance as good as possible. But when I delete the nodes at the bottom of the stack, won't the entire thing collapse? Or should I detect when the bottom row is unused and then turn off physics for the row above it so it wont fall down and won't affect the rows above it or something of that nature.
I haven't actually made any code yet, I just wanna have a good idea of what I'm doing before I start the wrong way.
Yeah I totally agree, you would really have to be clever about it. Well setting the background image coordinates and looping the background for a "continuous scroll effect" would be Step NO.1 Then using particle physics or actually rendering Nodes would be Step NO.2 The tricky part like you said would be getting the ones below the scene to be destroyed, but I think that if you try and set boundaries, and maybe an if statement that runs the destruction of the particles below the boundaries. So the particles fall down slowly pile up but as the scene scrolls upwards the particles will be destroyed when the their anchor point goes below the x,y boundaries you set and thus keeping those still visible in the scene alive... That would be my way of going about it.

Change The Size of the SubWindow and the Area It Covers In Unity

I'm creating a simple 2D racing game in Unity. The game has another subwindow that displays the enemy's view. Kinda like a small screen on top; that lets you know where your enemy is or what he's doing.
Currently, I'm using a secondary camera to follow the enemy and a render texture to limit the display of the subwindow as well as its size.
However, I want the size of the window to be flexible like if i want the ratio of the window to be 4:3 instead of a perfect square. With my current implementation, whenever I rescale the subwindow, it just rescales everything up including the view being displayed. What I want to happen is, when I rescale the subwindow, the area being displayed should just be wider. It should just cover more area because I made the window wider. I want the view to be independent.
Is there a way to do this with my current implementation? If not, how can I achieve what I want?
I'm new to Unity so I really hope someone could teach me. Thank you so much.
The are viewed is independant of the size of your window, if you want to change how much is displayed instead of just re fitting the same content in another size you'll have to work with the field of view http://docs.unity3d.com/ScriptReference/Camera-fieldOfView.html