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Shared Camera

The Shared Camera is a specialized version of the Game Creator 2 Main Camera, optimized for local multiplayer. It features Dynamic FOV adjustment and seamless integration with split-screen functionality.

Shared Camera component interface in Unity

Main Camera Integration

The Shared Camera can be referenced using Game Creator 2's Main Camera property, ensuring compatibility with existing systems.

Dynamic FOV Settings

The Dynamic FOV feature automatically adjusts the camera's field of view to keep all Local Players visible:

Configuration Options

  • Enable Dynamic FOV: Toggles the dynamic FOV functionality
  • Max FOV: Maximum field of view the camera will expand to
  • Min FOV: Minimum field of view the camera will contract to
  • Padding: Distance from screen edges before FOV adjustment triggers (lower values mean tighter bounds)
  • Update Interval: Frequency of FOV updates (higher values create smoother transitions at performance cost)

Dynamic Split Screen Settings

Control when and how the view transitions between shared and split-screen modes:

Parameters

  • Visibility Margin: Controls player proximity requirement for shared camera view
    • Higher values: Players must be closer together
    • Lower values: Players can be further apart
  • Bounds Size: Advanced setting for visibility check boundaries (rarely needs adjustment)

Split Screen Flickering

If you experience rapid switching between shared and split-screen views:

  1. Try increasing the Visibility Margin
  2. Adjust the Bounds Size if needed
  3. Consider adding a transition delay

Combined Features

Dynamic FOV and Dynamic Split Screen can work together to create adaptive viewing experiences:

  • FOV adjusts to keep players visible
  • Seamlessly transitions to split-screen when needed
  • Creates fluid multiplayer camera behavior

Best Practices

  • Start with default values and adjust based on gameplay testing
  • Balance Update Interval for smooth transitions vs. performance
  • Test with maximum player count to ensure proper FOV ranges
  • Consider game-specific requirements when configuring visibility margins