3Dski7059 Posted January 7 Share Posted January 7 The third person controls component rotates the player as expected, but first person controls does not. This would make a difference if the player was a ship due to collisions. BTW, the FirstPersonControls didn't seem to work for me at all during an earlier session, but it works now, other than not including rotation. Quote Link to comment Share on other sites More sharing options...
Solution Josh Posted January 12 Solution Share Posted January 12 Player physics use a series of cylinder shapes to handle collision. A first-person player does not need to rotate because it is invisible. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted January 14 Share Posted January 14 Does this adequately answer your question? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
3Dski7059 Posted January 15 Author Share Posted January 15 Thanks, Josh. Yes, I can see your point with a person, which is pretty much a cylinder. An elongated objected like a car or boat would need some a custom controller : ) Quote Link to comment Share on other sites More sharing options...
Canardia Posted January 15 Share Posted January 15 I'm not a cylinder! Quote ■ Ryzen 9 ■ RX 6800M ■ 16GB ■ XF8 ■ Windows 11 ■ ■ Ultra ■ LE 2.5 ■ 3DWS 5.6 ■ Reaper ■ C/C++ ■ C# ■ Fortran 2008 ■ Story ■ ■ Homepage: https://canardia.com ■ Link to comment Share on other sites More sharing options...
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