Timeline for Creating a new camera in 2D mode sets it as default, despite not being the main camera
Current License: CC BY-SA 4.0
9 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| S Mar 18, 2024 at 10:44 | history | edited | DMGregory♦ | CC BY-SA 4.0 | Rephrased title, minor formatting |
| S Mar 18, 2024 at 10:44 | history | suggested | Holo | CC BY-SA 4.0 | Rephrased title, minor formatting |
| Mar 17, 2024 at 23:13 | review | Suggested edits | |||
| S Mar 18, 2024 at 10:44 | |||||
| Mar 5, 2024 at 12:07 | history | became hot network question | |||
| Mar 5, 2024 at 9:42 | comment | added | Philipp | What do you mean with "tagged as main camera"? If you are referring to the "Tag"-field on top of the inspector: That doesn't really do anything except make it possible to find the object via the FindObjectWithTag method. It doesn't give the camera any special role. | |
| Mar 5, 2024 at 7:55 | comment | added | Job_September_2020 | Does your game need to have 2 cameras up and running at the same time ? Can you disable one if you don't need both to be active at the same time, and only enable one camera to be active when it needs to be ? | |
| Mar 5, 2024 at 7:00 | answer | added | Kevin | timeline score: 6 | |
| S Mar 5, 2024 at 4:07 | review | First questions | |||
| Mar 5, 2024 at 9:41 | |||||
| S Mar 5, 2024 at 4:07 | history | asked | Jimbojaggi | CC BY-SA 4.0 |