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Azuline studios realistic fps prefab
Azuline studios realistic fps prefab












Azuline studios realistic fps prefab Azuline studios realistic fps prefab

We will also be working on this in the future, but if you have any more questions in the meantime, please let us know. The camera position is calculated in CameraKick.cs and you could add the leaning distance similar to the way that "playerObjTransform.right * dampOriginX" is added to the tempPosition (camera position) vector.Īs for the camera going into walls, you might want to do a raycast in the direction and length of the lean, starting at the camera position, and if the raycast detects an obstacle, either prevent the player from leaning or shorten the leaning distance to the length of the raycast before it hits a collider. The simplest way to do this would probably be to add a positive or negative amount to the right vector of the camera position. You can continue to try implementing it yourself if you want and we can give advice. After that, we will be focusing on more additional features like player leaning. Click to expand.Thanks chelnok! Right now it looks like we might be releasing a smaller update soon with some minor fixes and a few additions like the option to hide the weapon while swimming and an improved sprinting animation method.














Azuline studios realistic fps prefab