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3

It depends on how much you want framing the shot to count Basically, there are two ways you can look at this problem. You can either treat the player as someone trying to exactly recreate the scene from the photo, or you can treat it more like a scavenger hunt where the photo is just a "thing" you need to find. If you want the player to have to ...


10

To handle a symmetrical object like a cube that could be photographed from many different directions, you could try comparing silhouettes: Render the quest object's silhouette and match that against the current camera view. Create the quest Use a render texture, set your camera to clear with transparent and to only renders that one object, render. Convert ...


5

I would say it depends a lot if you have one spot for every "photo" or if there are several possible place where the photo could be used. If you got one spot for every photo, you can simply check for the coordinates and the players viewing direction. Than you can add some tolerance to both and that should be enough. But if you got several places ...


3

This might look different depending on the tools you are using, but here is how I would approach this. Getting the Texture In the scene where the place of the photo exists, create a camera object, that is only available to you (and other developers), but not the end user. When needed, take a screenshot of what that camera sees, and use that as a 2D texture. ...


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