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Fork from https://github.com/gasgiant/Camera-Shake so must be public repo.

But I havn't touched it yet.

GG Camera Shake

An asset for camera shake in Unity.

Features:

  • One line of code shake with presets
  • Several shake algorithms suitable for a wide range of use cases
  • Change strength and direction of the shake depending on
    position of the shake source
  • Easy to write custom shakes

Watch video tutorial Thumbnail

Table of Contents

  1. Installation
  2. Usage
  3. Presets
  4. PerlinShake
  5. BounceShake
  6. KickShake
  7. Time Envelope
  8. Spatial Attenuation
  9. Writing Custom Shakes

Installation

  1. You can install the package via Package Manager using this URL: https://github.com/gasgiant/Camera-Shake.git#upm.

  2. Or you can download .unitypackage and import it into your project.

Usage

Setup

  1. Make the camera a child of another gameobject. When you want to move the camera move the parent.

  2. Add CameraShaker component to the camera gameobject.

By default CameraShaker works with its own transform. Alternatively, you can add CameraShaker to any gameobject you like and set it's cameraTransform field in inspector, or by calling CameraShaker.Instance.SetCameraTransform.

Using Presets

The simplest way to shake the camera is to use presets. Class CameraShakePresets allows to generate some common shake types with one line of code.

Call CameraShaker.Presets.Explosion2D to start a shake. Don't forget to add CameraShake namespace.

using UnityEngine;
using CameraShake;

public class MinimalExample : MonoBehaviour
{
    private void Explode()
    {
        // Something explodes ...

        CameraShaker.Presets.Explosion2D();
    }
}

Without Presets

If you need more options, than provided by presets, you need to create an instance of some shake class and pass it into the CameraShaker.Shake. There are three default shake classes: PerlinShake, BounceShake and KickShake. You can also write your own shakes. The example below is for PerlinShake.

using UnityEngine;
using CameraShake;

public class Gun : MonoBehaviour
{
    [SerializeField]
    PerlinShake.Params shakeParams;

    public void Shoot()
    {
        // Shooting ...

        CameraShaker.Shake(new PerlinShake(shakeParams));
    }
}

The constructor of PerlinShake takes an instance of PerlinShake.Params as an input. You can expose the parameters variable on some MonoBehaviour or ScriptableObject to tweak the parameters in the inspector.

shakeparams

Shakes can have more options in their constructors. For example you can pass position of the source of the explosion into the PerlinShake constructor, and the shake will change the strength depending on the distance from the source to the camera.

public class Grenade : MonoBehaviour
{
    public void Explode(float explosionStrength, PerlinShake.Params shakeParams)
    {
        CameraShaker.Shake(new PerlinShake(shakeParams, explosionStrength, transform.position));
    }
}

Presets

ShortShake3D
Suitable for short and snappy shakes in 3D. Rotates camera in all three axes. Uses BounceShake algorithm.

Parameter Description
strength Strength of the shake.
freq Frequency of shaking.
numBounces Number of vibrations before stop.

ShortShake2D
Suitable for short and snappy shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses BounceShake algorithm.

Parameter Description
positionStrength Strength of motion in X and Y axes.
rotationStrength Strength of rotation in Z axis.
freq Frequency of shaking.
numBounces Number of vibrations before stop.

Explosion3D
Suitable for longer and stronger shakes in 3D. Rotates camera in all three axes. Uses PerlinShake algorithm.

Parameter Description
strength Strength of the shake.
duration Duration of the shake.

Explosion2D
Suitable for longer and stronger shakes in 2D. Moves camera in X and Y axes and rotates it in Z axis. Uses PerlinShake algorithm.

Parameter Description
positionStrength Strength of motion in X and Y axes.
rotationStrength Strength of rotation in Z axis.
duration Duration of the shake.

PerlinShake

PerlinShake combines layers of Perlin noise with different frequencies to create smooth and nuanced shake. Works better for longer shakes. For very short shakes consider using BounceShake.

Constructor

Parameter Description
parameters Parameters of the shake.
maxAmplitude Maximum amplitude of the shake.
sourcePosition World position of the source of the shake.
manualStrengthControl false Play shake once automatically.
true Manually control strength over time.

For more details on maxAmplitude and manualStrengthControl see Time Envelope.

Params

Parameter Description
strength Strength of the shake for each axis.
noiseModes Layers of Perlin noise with different frequencies.
envelope Strength of the shake over time.
attenuation How strength falls with distance from the shake source.

For more details on envelope see Time Envelope. For more details on attenuation see Spatial Attenuation.

BounceShake

BounceShake is useful for short and precise shakes. Unlike PerlinShake, it will provide reliable shake strength. Consider using PerlinShake for longer and stronger shakes.

Constructors

BounceShake (first overload)

Parameter Description
parameters Parameters of the shake.
initialDirection Initial direction of the shake motion.
sourcePosition World position of the source of the shake.

BounceShake (second overload)

Creates BounceShake with random initial direction.

Parameter Description
parameters Parameters of the shake.
sourcePosition World position of the source of the shake.

Params

Parameter Description
positionStrength Parameters of the shake.
rotationStrength Strength of the shake for rotational axes.
axesMultiplier Preferred direction of shaking.
freq Frequency of shaking.
numBounces Number of vibrations before stop.
randomness Randomness of motion.
attenuation How strength falls with distance from the shake source.

For more details on attenuation see Spatial Attenuation.

KickShake

Makes one kick in specified direction. Useful for recoil.

Constructors

KickShake (first overload)

Parameter Description
parameters Parameters of the shake.
direction Direction of the kick.

KickShake (second overload)

Creates an instance of KickShake in the direction from the source to the camera.

Parameter Description
parameters Parameters of the shake.
sourcePosition World position of the source of the shake.
attenuateStrength Change strength depending on distance from the camera?

Params

Parameter Description
strength Strength of the shake for each axis.
attackTime How long it takes to move forward.
attackCurve Forward motion curve.
releaseTime How long it takes to move back.
releaseCurve Back motion curve.
attenuation How strength falls with distance from the shake source.

For more details on attenuation see Spatial Attenuation.

Time Envelope

Class Envelope controls amplitude of the shake over time. It can work in two modes. In automatic mode it plays the shake ones with selected maxAmplitude.

In manual mode you can keep the reference to the PerlinShake and change amplitude whenever you like.

public class Vibrator : MonoBehaviour
{
    [SerializeField]
    PerlinShake.Params params;
    PerlinShake shake;

    private void Start()
    {
        shake = new PerlinShake(params);
        CameraShaker.Shake(shake);
    }

    public void Vibrate(float amplitude)
    {
        shake.AmplitudeController.SetTargetAmplitude(amplitude);
    }
}

EnvelopeParams

See interactive demonstration.

Parameter Description
attack How fast the amplitude increases.
sustain How long in seconds the amplitude holds maximum value.
decay How fast the amplitude decreases.
degree Power in which the amplitude is raised to get intensity.

Spatial Attenuation

Class Attenuator provides methods for changing strength and direction of the shake depending on position of the shake source relative to the camera.

StrengthAttenuationParams

See interactive demonstration.

Parameter Description
clippingDistance Radius in which shake doesn't lose strength.
falloffScale How fast strength falls with distance.
falloffDegree Power of the falloff function.
axesMultiplier Contribution of each axis to distance. E. g. (1, 1, 0) for a 2D game in XY plane.

Writing Custom Shakes

CameraShaker works with any class that implements ICameraShake interface.

public interface ICameraShake
    {
        // Represents current position and rotation of the camera according to the shake.
        Displacement CurrentDisplacement { get; }

        // Shake system will dispose the shake on the first frame when this is true.
        bool IsFinished { get; }

        // CameraShaker calls this when the shake is added to the list of active shakes.
        void Initialize(Vector3 cameraPosition, Quaternion cameraRotation);

        // CameraShaker calls this every frame on active shakes.
        void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation);
    }

Here is a basic example of a custom shake class.

public class VeryBadShake : ICameraShake
{
    readonly float intensity;
    readonly float duration;
    float time;

    public VeryBadShake(float intensity, float duration)
    {
        this.intensity = intensity;
        this.duration = duration;
    }

    public Displacement CurrentDisplacement { get; private set; }

    public bool IsFinished { get; private set; }

    public void Initialize(Vector3 cameraPosition, Quaternion cameraRotation)
    {
    }

    public void Update(float deltaTime, Vector3 cameraPosition, Quaternion cameraRotation)
    {
        time += deltaTime;
        if (time > duration)
            IsFinished = true;
        CurrentDisplacement = 
            new Displacement(Random.insideUnitCircle * intensity, Vector3.zero);
    }
}

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Camera shake for Unity

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