Camera

m

SplitScreen

(prefab)

MagicSplitscreen.cs

(var)

(func)

private

Vector3

SetCentralPosition(){ ... }

var centralPosition = Vector3.zero;

if (this.player1){ ... }

centralPosition += this.player1.position;

if (this.player2){ ... }

centralPosition += this.player2.position;

return centralPosition /= this.NumPlayers;

void

MoveCamera(Camera camera, Vector3 targetPos){ ... }

camera.transform.localRotation = this.cameraQuaternion;

camera.transform.position = targetPos - (camera.transform.forward * this.cameraDistance);

PerformSplitscreenCheck(){ ... }

var distThreshold = this.triggerDistance * this.triggerDistance;

if (!this.IsSplitscreenOn && this.distanceBetweenPlayers.sqrMagnitude > distThreshold){ ... }

this.StartSplitscreenCamera();

else if (this.IsSplitscreenOn && this.distanceBetweenPlayers.sqrMagnitude < distThreshold){ ... }

this.StopSplitscreenCamera();

// Activate splitscreen

StartSplitscreenCamera(){ ... }

// Disable splitscreen

StopSplitscreenCamera(){ ... }

LateUpdate(){ ... }

(return)

if (!this.IsInitialized){ return; }

// If there were issues during initial validation, trying to continue will just spam the console with unnecessary errors, so don't bother

if (this.NumPlayers == 0){ ... }

// There must be at least one player assigned for the camera(s) to have something to track

Debug.LogWarning("MagicSplitscreen: No players are assigned. There is nothing to do.");

return;

// Find the average location of all tracked players

var centralPosition = SetCentralPosition();

// Place the AudioListener in the central position

this.audioListener.transform.position = centralPosition;

// Determine if players are far enough apart to use splitscreen

this.distanceBetweenPlayers = centralPosition - this.MainPlayer.position;

this.PerformSplitscreenCheck();

// Position camera(s)

if (this.IsSplitscreenOn){ ... }

this.cameraDisplacement2d = this.distanceBetweenPlayers.normalized * this.triggerDistance;

// Adjust displacement to be in the direction of the central point but not at it

// Aim cameras at players

this.cameraTarget1 = this.player1.position + this.cameraDisplacement2d;

this.cameraTarget2 = this.player2.position - this.cameraDisplacement2d;

this.MoveCamera(this.primaryCamera, this.cameraTarget1);

this.MoveCamera(this.secondaryCamera, this.cameraTarget2);

// Position the splitscreen mask in front of the second camera

this.PositionSplitscreenMask(this.secondaryCamera, this.player2.position, this.player2.position + this.cameraDisplacement2d);

this.separatorRenderer.enabled = this.isSeparatorUsable && this.showSeparator;

else{ ... }

this.MoveCamera(this.primaryCamera, this.MainPlayer.position + this.distanceBetweenPlayers);

(mesh)

Splitscreen Mask

//a small plane which is positioned in front of the secondary camera when the screen is split

(material)

Splitscreen Mask

//prevent the secondary camera from rendering on the whole screen

//By default, the Mask is set to Layer 31, which has been named “SplitscreenMask.”

//You are free to set this to a different, otherwise unused Layer, and the Magic Splitscreen will still work properly

Separator Stripe

//stripe that appears along the division between the screens when split

//quad that is scaled and rotated to match Splitscreen Mask

ZDEPTH_CARD

DepthMask.shader

r

Shader "Masked/Mask" { SubShader { // Render the mask after regular geometry, but before masked geometry and // transparent things. Tags {"Queue" = "Geometry+10" } // Don't draw in the RGBA channels; just the depth buffer ColorMask 0 ZWrite On // Do nothing specific in the pass: Pass {} }}

SetRenderQueue.cs

r

/* SetRenderQueue.cs Sets the RenderQueue of an object's materials on Awake. This will instance the materials, so the script won't interfere with other renderers that reference the same materials.*/ using UnityEngine; [AddComponentMenu("Rendering/SetRenderQueue")] public class SetRenderQueue : MonoBehaviour { [SerializeField] protected int[] m_queues = new int[]{3000}; protected void Awake() { Material[] materials = renderer.materials; for (int i = 0; i < materials.Length && i < m_queues.Length; ++i) { materials[i].renderQueue = m_queues[i]; } }}

(instructions)

A mask object using the Depth Mask shader. This object will be drawn just after regular opaque objects, and will prevent subsequent objects from being drawn behind it.

Objects you wish to be masked must have the SetRenderQueue script attached to them. In the Inspector, change their queue from 3000 (regular geometry) to 3020 (just after the mask shader)

(alt)

In most common scenarios, you will only need a few objects to be masked. If, however, you find that you have more objects that need to be masked than objects that do not, you might find it useful to attach the SetRenderQueue script to the masks themselves, and set their queues to 2090 (just before regular geometry). Objects that you don't want masked should have their queues set to 2080 (just before the mask shader).

MasterCamera

(var)

Collision Layer Mask

//will not collide or clip through object with selected layers => MCScroll

Camera Rotation Mode

Follow

MouseHorizontal

MouseHorizontalAndVertical

MouseVertical

None

Smooth

Position

Rotation

Horizontal

Mouse Sensitivity

Minimum Angle

Maximum Angle

Vertical

Mouse Sensitivity

Minimum Angle

Maximum Angle

Preferred Distance

//How far away is the camera from the player

//Not per frame...on init only???

(func)

TestLOS(LayerMask)

//Test line of sight between camera and player, ignoring anything in the layer mask

(cam rotation)

GetLocalRotationZ

SetLocalRotationZ

(Addons)

//To use drag and drop onto MasterCameraRig object in the Hiearchy => Adds additional functionality

MCButtonLook

MCLOSFade

MCScroll

MCStrafe