Oh, just remembered: check out the LudoCraft Circus sources and
simpleavatar.js function ClientUpdateAvatarCamera. There is some camera +
ray casting code that will help you very likely.
Grey skies,
Ali Kämäräinen
--
http://groups.google.com/group/realxtend
http://www.realxtend.org
Thank you, Ali for links.
On Apr 10, 12:31 pm, Ali Kämäräinen wrote:
> The avatar application camera code is not set in stone, but just a simple
> reference implementation you can modify it freely for your purposes.
> For pointers, see these links for
> examplehttp://answers.unity3d.com/questio
The avatar application camera code is not set in stone, but just a simple
reference implementation you can modify it freely for your purposes.
For pointers, see these links for example
http://answers.unity3d.com/questions/25557/how-to-prevent-a-3rd-person-camera-from-clipping-i.html
http://answers.
The camera move together with avatar, so, I need some kind of
calculation on client side before move. Do I need setup
EC_ProximityTrigger and validate distance before move? Or this is bad
way, because will degrade performance considerably?
On Apr 10, 12:07 pm, Ali Kämäräinen wrote:
> For controll
For controlling what the user can and cannon see, the recommend way is to
control what the camera can see.
For more complex meshes, I'd try the ConvexHull shape.
Grey skies,
Ali Kämäräinen
--
http://groups.google.com/group/realxtend
http://www.realxtend.org
Yes, as you told, the server will put it in the correct position.But,
having laid aside esthetic effect, my concern on the user, he can look
behind a door and wall even if can't open a door.
On Apr 10, 11:00 am, Jonne Nauha wrote:
> I have seen this too, I think it might have something to do wit
This will work for simple object, but for complex mesh, if i use
TriMesh as ShapeType, I need to create second mesh for rigidbody?
On Apr 10, 11:04 am, Ali Kämäräinen wrote:
> Hi,
>
> Possible bugs aside, you should be able to prevent the avatar going through
> the wall by making the size of the