INSPECTOR SETTINGS
TARGETING
| Setting | Type | Description |
|---|---|---|
| Targets | List<Transform> | Objects the camera tracks. Multiple targets are supported (e.g. for party systems). |
| Target Offset | Vector3 | Offset from the target’s position (e.g. (0, 1.5, 0) to aim at head height). |
FADE SETTINGS
| Setting | Type | Description |
|---|---|---|
| Fade Layer | LayerMask | Only objects on these layers will be faded. |
| Fade Alpha | float | Target transparency (0 = invisible, 1 = solid). Default: 0.2. |
| Fade Speed | float | How fast objects fade in/out. Higher is faster. Default: 5. |
| Fade Children | bool | If true, all child renderers of the object will also fade. |
DETECTION SETTINGS
| Setting | Type | Description |
|---|---|---|
| Use Sphere Cast | bool | If true, uses a SphereCast (volume). If false, uses Raycast (line). |
| Cast Radius | float | Radius of the SphereCast. Ignored if Sphere Cast is false. |
| Min Distance | float | Minimum distance from camera to start detection. Default: 0.1. |
| Max Fade Dist | float | Objects beyond this distance won’t fade. Default: 20. |
DISTANCE SCALING
| Setting | Type | Description |
|---|---|---|
| Use Dist Scaling | bool | Enables dynamic alpha based on obstruction distance. |
| Near Alpha | float | Alpha when valid obstruction is close to the camera. |
| Far Alpha | float | Alpha when valid obstruction is far from the camera (nearer to target). |
TARGET FADING
| Setting | Type | Description |
|---|---|---|
| Fade Target | bool | If true, the target itself fades when camera is too close. |
| Start Dist | float | Distance to start fading the target. |
| End Dist | float | Distance where target reaches max transparency. |
MANUAL EXCLUSIONS
| Setting | Type | Description |
|---|---|---|
| Ignore Tags | List<string> | Objects with these tags are never faded. |
| Ignore Objects | List<GameObject> | Specific objects reference that are never faded. |