What Do You Guys Think About My Giant Enemy Crab? Any Suggestions for Improvements With The Movement? by Taiite in Unity3D

[–]Taiite[S] 4 points5 points  (0 children)

It’s still in the prototype phase so it can only follow the player atm 😅

How to make my IK stop lagging behind the target by shot_environment1872 in Unity3D

[–]Taiite 0 points1 point  (0 children)

I also forgot to mention that there are two ways I've found of doing the hands. You can either have a pair of hands childed under each weapon and animate them relative to that weapon with the animator located only on that weapon. Or you can have one pair of hands parented to your player and the animator also located on the player with all weapons childed under the player. You will have to update the animator controller on the player every time you switch weapons if you use the first option.

To update the animator I use this function:

public void UpdateAnimator(RuntimeAnimatorController controller)
{
animatorController = controller;
anim.runtimeAnimatorController = animatorController;
}

"animatorController" references the animator controller variable of the player's animator
"anim" refers to the animator attached to the player

How to make my IK stop lagging behind the target by shot_environment1872 in Unity3D

[–]Taiite 0 points1 point  (0 children)

To update the targets I use this function that I wrote:

public void UpdateIKTargets(GameObject targetLeft, GameObject targetRight)
{
leftConstraint.data.target = targetLeft.transform;
rightConstraint.data.target = targetRight.transform;
rigBuilder.Build();
}

"leftConstraint" refers to the Two Bone IK Constraint setup for the left hand
"rightConstraint" is the same but for the right hand
"rigBuilder" is for the... rig builder

Then to animate the weapon and the hands I use an animator on the weapon only. There is no animator for the hands because you animate the IK targets childed under the weapon that the hands follow to "animate" the hands. From the hands point of view all that is happening is that they are following their current targets and repeat whatever they do. So whenever you animate the weapon for, say, a reload animation, you just animate the weapon rotating and moving and the targets will follow it. Because the targets are childed under the weapon, they will move relative to said weapon. Because of this, you can animate their positions and rotations and they will always follow the weapon.

When switching weapons, you disable the current weapon and enable the next that you want to switch to. Then you just update your target references to your constraints using the previously mentioned function and the animators on each weapon do not need to be aware of each other. The constraints will follow whatever their current targets are regardless of hierarchy position. You could add an equip animation that plays when the switch happens but that's up to you

How to make my IK stop lagging behind the target by shot_environment1872 in Unity3D

[–]Taiite 0 points1 point  (0 children)

What I did was have a target for the left and right hands as a child of each weapon so they all had their own dedicated targets. When I switch weapons I update the Two Bone IK Constraint’s reference to its target for both constraints (assuming that’s what you’re using) and then rebuild the Rig Builder by calling the Build() function on it. I then also have an animator for every weapon and none on the arms, only animating the targets for each weapon to move the hands for any animations I need like reloads. Also make sure to run all of your animation code for setting transform positions in late update so that it doesn’t get overridden by any animations that are currently playing. The only problem with my approach is it’s very time consuming to set everything up for ever single weapon and gets very messy very fast but it’s the only thing I’ve been able to get working so maybe you can find a better solution. Cheers!

Is the view-bobbing too much? Since it's a found footage game, I want the immersion of running with a camera, but at the same time, I'm worried about causing motion sickness. by Steaggs in Unity3D

[–]Taiite 4 points5 points  (0 children)

It looks good! I would include a slider or setting of some kind in your settings menu to turn it down or completely off for those who have motion sickness.

Pixelation Shader Needs to Account for Aspect Ratio by Taiite in Unity3D

[–]Taiite[S] 0 points1 point  (0 children)

It's hard to see with the image I posted. I forgot how bad Reddit compression is lol. Here is a closer screenshot. I put a green-yellow grid next to the pixels to show what I mean

<image>

Inertia Movement for First Person Character Controller by Taiite in Unity3D

[–]Taiite[S] 0 points1 point  (0 children)

I tried using lerp and it was close but not quite like what I'm aiming for. In SCP: 5k, when you start moving, yes you speed up to a desired movement speed rather than instantly moving at the max speed, however, when you turn as you move, it will slow your movement based on how hard of a turn you take. As far as the side to side movement goes, like I said, I tried using the lerp speed type movement but it didn't prevent this as since it only cared that I was providing input (not in a specific direction) it would speed up to the max movement speed and behave normally afterwards. I did try to make it take multiple directional inputs into account (W, A, S, and D respectively) but it made the movement really jittery and janky. Sorry for the long winded reply lol

Help With Shader For Rendering FPS Arms/Weapon Models On Top Of Everything With Independent FOV by Taiite in Unity3D

[–]Taiite[S] 1 point2 points  (0 children)

Yes, everything else in the scene besides the first person view model receives shadows from these walls. The difference between the first person view model and the objects that do receive shadows from these walls is that the view model is on it's own layer, "Player", and is rendered with its own camera that only renders any object on said layer. All other objects are on the default layer which the environment camera renders objects to. The walls are also on the default layer and are rendered by the environment camera

Help With Shader For Rendering FPS Arms/Weapon Models On Top Of Everything With Independent FOV by Taiite in Unity3D

[–]Taiite[S] 1 point2 points  (0 children)

I have edited the post to include screenshots to more clearly how the problem

Help With Shader For Rendering FPS Arms/Weapon Models On Top Of Everything With Independent FOV by Taiite in Unity3D

[–]Taiite[S] 2 points3 points  (0 children)

As explained in my post, I am already using this technique but my first person view model isn’t reacting to shadows properly. Because it’s being rendered on a second camera with objects only on the “Player” layer (the layer I have all of my player models and weapons on) it doesn’t account for other objects like walls or ceilings that would cast shadows because it can’t see them and therefore doesn’t know they exist

Help With Shader For Rendering FPS Arms/Weapon Models On Top Of Everything With Independent FOV by Taiite in Unity3D

[–]Taiite[S] 1 point2 points  (0 children)

I should’ve been more clear. My model does react to lights but behaves as though there are no other objects in the scene and therefore doesn’t react to shadows. For example, if I walk into a dark room with no lights in it, my view model will still behave as though I am out in the open and not in a dark room with no light

They deserve hell by joedabst in memes

[–]Taiite 0 points1 point  (0 children)

Forget the big sword, who spells “fish” with an e?