I need a better way to use camera points (read to understand)

in my game there’s camera points to make the camera stick to 1 area but I don’t know how to turn it off I always make it

(Zone)—> camera point(1)
wire: if player enters zone, activate camera point
(zone2)-> camera point(1)
wire for zone2: if player leaves zone, deactivate camera point

is there a better way to do this?

(btw this is for a singular room that you cant escape out of unless the map gets chosen)

(reason why I’m asking this: in my game everytime the map gets chosen the camera point doesn’t turn off it stays on so you cant see your gim when it gets teleported to the map this is a major issue for me and I need help with fixing it D:

Zone’s are very costly in memory, you could use triggers or a checkpoint and make sure the player activates it.

@WSG how would you do this?

So, are you more into using wires or channels? Channels are better in my opinion because they save some memory.

I use either
it dosent matter to me as long as I works

After that, you would either wire the trigger to the camera point or have it send a channel when it is triggered. This would activate the camera point via it’s channel as well. Or wire. Have another trigger that activates when the first trigger is activated with a some type of delay. This trigger will deactivate the camera point via channels or wires. This way you can show something for a few seconds or whatnot.

here this is whats happening




first photo: I click mistywaters (bc its the only one that’s working rn
second photo: the 4 second cooldown
3rd photo: it teleports you to mistywaters but doesn’t turn of the camera point

If you use zones, then you would have to walk out of the zone. I don’t think teleporting out of it counts as you leaving. Using triggers is good because it isn’t affected whatsoever by players.

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that’s what’s happening but how would it trigger and how would it know when players are teleported out of the zone?

You can get rid of the zones entirely. You know that there is an option in the pop-up’s settings that when you click a pop up it transmits a channel? Have that channel activate the camera point and then on the same channel activate a trigger. The trigger would have a 4 second delay and it would transmit a channel to the deactivate camera point channel.

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wdym when I click a pop up it transmits a channel?

Let me show you a picture of it.


It’s the spot where I put the channel in.

this dosent make sense if your gonna start the camera point after the game starts then what’s the point of starting it?

if you under stand why I’m trying to say is the camera point activates when the game starts but it deactivates when you get teleported to either map (misty waters or tilted towers)

So your saying a lifecycle device listens for the game start. That lifecycle transmits to everyone that the camera point is activated. Then you want the camera point to deactivate after they click the button for the map. It is much simpler if that is it. To make it easy for you, wire the pop up to the camera point and have the camera point deactivate when the prop up button is clicked.

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The zone’s were entirely unnecessary and two devices does the trick.