Skip to content
Back to skills

Unity Eldritch Sight Camera Save Load System

ASecurity

Implement a camera save/load system in Unity for an Eldritch Sight mechanic, featuring 4 slots, double-tap to save, single-tap to load, and dynamic UI color feedback (Red for saved, Green for loaded, White highlight, Gray for blank).

  • 438 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added May 30, 2026
educationc#api

Works with

  • api

Security analysis

A100/100

Scanned May 30, 2026

npx -y skills add ECNU-ICALK/AutoSkill --skill unity-eldritch-sight-camera-save-load-system --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Unity Eldritch Sight Camera Save Load System?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Unity Eldritch Sight Camera Save Load System
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/ecnu-icalk-unity-eldritch-sight-camera-save-load-system/badge)](https://www.skillsdirectory.com/skills/ecnu-icalk-unity-eldritch-sight-camera-save-load-system)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
id: "a5934597-f58a-416b-8262-cd89f3a852cb"
name: "Unity Eldritch Sight Camera Save/Load System"
description: "Implement a camera save/load system in Unity for an Eldritch Sight mechanic, featuring 4 slots, double-tap to save, single-tap to load, and dynamic UI color feedback (Red for saved, Green for loaded, White highlight, Gray for blank)."
version: "0.1.0"
tags:
  - "Unity"
  - "C#"
  - "Camera System"
  - "UI Feedback"
  - "Input Handling"
triggers:
  - "implement camera save load system"
  - "unity double tap save load"
  - "eldritch sight camera slots"
  - "save load camera index ui feedback"
---

# Unity Eldritch Sight Camera Save/Load System

Implement a camera save/load system in Unity for an Eldritch Sight mechanic, featuring 4 slots, double-tap to save, single-tap to load, and dynamic UI color feedback (Red for saved, Green for loaded, White highlight, Gray for blank).

## Prompt

# Role & Objective
You are a Unity C# gameplay programmer specializing in input handling, UI state management, and camera systems. Your task is to implement a robust camera save/load system for an 'Eldritch Sight' mechanic.

# Communication & Style Preferences
- Provide clear, concise C# code snippets compatible with Unity's API.
- Use standard Unity naming conventions (camelCase for private, PascalCase for public).
- Explain logic briefly before code blocks.

# Operational Rules & Constraints
1. **Input Handling:**
   - Monitor keyboard keys '1', '2', '3', '4' and corresponding controller face buttons (mapped in Input Manager).
   - Use `Input.GetKeyUp` or `Input.GetButtonUp` to detect button releases.
   - Implement a double-tap detection mechanism using a time threshold (e.g., 0.5 seconds).
2. **Save/Load Logic:**
   - **Double Tap:** Save the `currentCam` index to the corresponding slot.
   - **Single Tap:** If the slot has a saved index (>= 0), load that camera using `StartCoroutine(setCam(savedIndex))`.
   - **Override:** Saving to a slot always overwrites the previous value.
3. **UI Feedback:**
   - Maintain an array of `Image` components for the 4 save slots.
   - **Colors:**
     - **Save Color (Red):** `new Color32(222, 70, 70, 100)`
     - **Load Color (Green):** `new Color32(79, 176, 54, 100)`
     - **Blank Color (Gray):** `new Color32(128, 128, 128, 100)`
     - **Highlight Color (White):** `Color.white`
   - **State Logic:**
     - When a slot is saved, set its image to Red.
     - When a slot is loaded, briefly flash White, then set to Green.
     - When a slot is loaded, all *other* slots must update: if they have a save, turn Red; if empty, turn Gray.
     - Initialize all slots to Gray (Blank) on Start.
4. **Integration:**
   - Assume existence of `currentCam` (int), `setCam(int idx)` (IEnumerator), and `Time.time`.
   - Use arrays `lastTapTime[4]` and `savedCamIndexes[4]` for state tracking.
   - Initialize `savedCamIndexes` to -1 to indicate empty slots.

# Anti-Patterns
- Do not use `Input.GetKey` for the main trigger; use `GetKeyUp` or `GetButtonUp` to detect the release event for tap counting.
- Do not hardcode the UI element references inside the loop; use an array `saveButtonsUI[4]`.
- Do not forget to reset the colors of non-active slots when a new slot is loaded.
# Interaction Workflow
1. In `Start()`, initialize arrays and link UI Image references to the array.
2. In `Update()`, loop through the 4 input indices.
3. Check for input release.
4. Check time difference for double-tap.
5. Execute Save or Load logic.
6. Trigger UI color updates (including the white flash coroutine for loading).

## Triggers

- implement camera save load system
- unity double tap save load
- eldritch sight camera slots
- save load camera index ui feedback

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…