Publisher | Mr Andrew Chapman |
---|---|
File size | 12.35MB |
Number of files | 127 |
Latest version | 1 |
Latest release date | 2020-04-21 06:48:16 |
First release date | 2020-04-21 08:15:17 |
Supported Unity versions | 2018.4.2 or higher |
An Authentic Internal Camera Security System
Features:
• Auto Scan Area
• Auto Detect Defined Targets
• 3 Preset Zoom settings
• Manual Zoom
• Manual Pan Control
• Spot Light Control
• Infrared Light (night)
• Static Controller Console
• Remote HUD Controller
• 4x Realistic Cameras
• Extensive API's (see tech documentation)
Design includes 4 unique camera that can be individually controlled and set for a range of tasks, a Static System Controller Console with holographic display, a Remote HUD System Controller (worn by the player), System Shutdown for Static Controller and On/Off switching for Remote HUD Controller.
The system can function in unlit areas either using a built in switchable Spot Light, and or an Infrared switchable Spot Light (not visible to players in camera view).
Area Scanning and Auto Detect Target priority system, or static positioning.
Full manual control of each camera with Pan and Zoom functionality.
A multitude of API's exposed to the Dev.
Spend your performance/memory usage via the display textures (default settings achieve around 65-70 fps in the supplied scene)
Also Available in:
External Four Camera Security System
External Six Camera Security System
Internal Six Camera Security System
A Freebie Single Camera system with Tablet.
Forum Link:
https://forum.unity.com/threads/camera-security-systems-for-vr-desktop-games.834196/
The forum includes links to both User and Technical Documentation
http://www.immersive-games.yourinside.com/SecuritySystem/TechManualPDF.pdf
http://immersive-games.yourinside.com/SecuritySystem/SecuritySystemFourCameraExternal.pdf
Just to give you a few scenarios where this system maybe used:
In a game.. imagine your player must break into a complex, which has security. That security has a surveillance system. The system has settings that allow it to detect certain types of objects, so as not to be distracted by say a cat. You can set the Player as a priority 2 tag, some boxes stacked in the area as tag 1, so to get passed the camera watching this zone, the player must scatter the boxes to catch the attention of the camera, whilst slipping past unnoticed.
Say your player has entered a zone which then triggers the camera, that has night vision, the sensors can then activate your defenses. The player will not see/detect the night vision on the camera (the system will cull night vision lights from the scene and only show on the console screens).
The system can be used as a CCTV system within your scene to show traffic and crowd movement, useful in a Machinima project for advertising for many subjects such as cars. The system will auto follow the car from when it comes into range, until it leaves. All these settings are available to you from the API.
Each camera has independent control over which targets it will auto follow when they come into range via an editable zone, can be set to scan an editable area or remain static. You can manually pan and zoom each camera manually or by presets. On/Off Spotlights, including Infrared Spotlight (which can only be seen by the Console screen display and not the player). All from the central static Console or by a wearable HUD.
The wearable HUD could be a device the assassin or player breaking into a complex, may have made, like a mission impossible scene, that takes control of the surveillance system during the course of their mission. It can be called at the press of a button and pops into view. Not only can it control each camera, but close down the system as well.
What are your scenarios?
Features:
• Auto Scan Area
• Auto Detect Defined Targets
• 3 Preset Zoom settings
• Manual Zoom
• Manual Pan Control
• Spot Light Control
• Infrared Light (night)
• Static Controller Console
• Remote HUD Controller
• 4x Realistic Cameras
• Extensive API's (see tech documentation)
Design includes 4 unique camera that can be individually controlled and set for a range of tasks, a Static System Controller Console with holographic display, a Remote HUD System Controller (worn by the player), System Shutdown for Static Controller and On/Off switching for Remote HUD Controller.
The system can function in unlit areas either using a built in switchable Spot Light, and or an Infrared switchable Spot Light (not visible to players in camera view).
Area Scanning and Auto Detect Target priority system, or static positioning.
Full manual control of each camera with Pan and Zoom functionality.
A multitude of API's exposed to the Dev.
Spend your performance/memory usage via the display textures (default settings achieve around 65-70 fps in the supplied scene)
Also Available in:
External Four Camera Security System
External Six Camera Security System
Internal Six Camera Security System
A Freebie Single Camera system with Tablet.
Forum Link:
https://forum.unity.com/threads/camera-security-systems-for-vr-desktop-games.834196/
The forum includes links to both User and Technical Documentation
http://www.immersive-games.yourinside.com/SecuritySystem/TechManualPDF.pdf
http://immersive-games.yourinside.com/SecuritySystem/SecuritySystemFourCameraExternal.pdf
Just to give you a few scenarios where this system maybe used:
In a game.. imagine your player must break into a complex, which has security. That security has a surveillance system. The system has settings that allow it to detect certain types of objects, so as not to be distracted by say a cat. You can set the Player as a priority 2 tag, some boxes stacked in the area as tag 1, so to get passed the camera watching this zone, the player must scatter the boxes to catch the attention of the camera, whilst slipping past unnoticed.
Say your player has entered a zone which then triggers the camera, that has night vision, the sensors can then activate your defenses. The player will not see/detect the night vision on the camera (the system will cull night vision lights from the scene and only show on the console screens).
The system can be used as a CCTV system within your scene to show traffic and crowd movement, useful in a Machinima project for advertising for many subjects such as cars. The system will auto follow the car from when it comes into range, until it leaves. All these settings are available to you from the API.
Each camera has independent control over which targets it will auto follow when they come into range via an editable zone, can be set to scan an editable area or remain static. You can manually pan and zoom each camera manually or by presets. On/Off Spotlights, including Infrared Spotlight (which can only be seen by the Console screen display and not the player). All from the central static Console or by a wearable HUD.
The wearable HUD could be a device the assassin or player breaking into a complex, may have made, like a mission impossible scene, that takes control of the surveillance system during the course of their mission. It can be called at the press of a button and pops into view. Not only can it control each camera, but close down the system as well.
What are your scenarios?