Comments (19)
(I edited the opening comment for readability, no need to keep the issue template and all its headers in the issue)
from open-project-1.
TNJ4QJyGLLu15Mi33TuSiNP6a1oCzoMrMp
from open-project-1.
Can't we use cinemachine collider extension to prevent this behaviour?
Hmm, yes, we could. We might use it to keep the camera outside of geometry? Do you want to give it a go?But I personally I wouldn't use it to avoid obstruction, so I would fix issue #24 with Cinemachine, but rather with a shader (I'll add a task for this soon!).
I am excited to see how its done with shaders. Thank you for the quick answer btw.
from open-project-1.
This is same as #32
from open-project-1.
This is same as #32
Hmm. In some ways, it's true.
However, as you can see from @MPjeremy's screenshot attached, the player here is visible and the issue is that the camera is clipping through the ground probably because of its near plane property being too close.
In this sense, I should have left open #32 and close this one as a duplicate :)
But the thing is: if we fix #24 that will fix #32, because if the camera can't lose the character from sight, then it can't go "underground". Here (#50) the issue is different: the camera can be above ground and still clip.
So I'll keep this open to track the two slightly different behaviours, and we'll fix both.
from open-project-1.
I want to do this is anyone already doing it?
from open-project-1.
I have fixed #24 in a clone of the project, but how do I implement the changes to the official project?
from open-project-1.
I have fixed #24 in a clone of the project, but how do I implement the changes to the official project?
https://youtu.be/lYAHmthUO1M
This video explanes it really well.
from open-project-1.
I have fixed #24 in a clone of the project, but how do I implement the changes to the official project?
https://youtu.be/lYAHmthUO1M
This video explanes it really well.
Hey @Barigamb738 , I followed it but since I am not assigned to do create pull request or something, when I tried to publish the changes it said that I am not allowed to but I can create a fork of it instead..Please help me..I am very new to GitHub.
Thank you,
from open-project-1.
I don't really understand your problem sorry
from open-project-1.
I don't really understand your problem sorry
Itsok! It got resolved !Thanks for your concern!
from open-project-1.
Can't we use cinemachine collider extension to prevent this behaviour?
from open-project-1.
Can't we use cinemachine collider extension to prevent this behaviour?
Hmm, yes, we could. We might use it to keep the camera outside of geometry? Do you want to give it a go?
But I personally I wouldn't use it to avoid obstruction, so I would fix issue #24 with Cinemachine, but rather with a shader (I'll add a task for this soon!).
from open-project-1.
I am excited to see how its done with shaders.
You don't want to try and implement it yourself? If you watch this tutorial, it's basically the same thing. You can avoid making the dither shader even, just create a flat colour unlit one. We can tweak it later.
from open-project-1.
I watched the tutorial and I wanna try it if it is okay. I already forked the project. Should I create a new branch and start working on it or go to the forums and discuss about it?
from open-project-1.
I watched the tutorial and I wanna try it if it is okay. I already forked the project. Should I create a new branch and start working on it or go to the forums and discuss about it?
It would be nice if you open a new thread for maybe all camera-related things? And link the issue here. So other people can be aware and follow the process.
I also have some thoughts about this... :D
from open-project-1.
Anyone interested in fixing this? I think we can use the Cinemachine Collider now, but we don't need to care about occlusion because we have the silhouette pass for the character.
from open-project-1.
Anyone interested in fixing this? I think we can use the Cinemachine Collider now, but we don't need to care about occlusion because we have the silhouette pass for the character.
Hey, long ago I had fixed the camera occlusion by the cinemachine collider, So I guess that solved this issue also,Is that ok? If required I shall redo that in the updated project version...Please do let me know...
from open-project-1.
Hey, long ago I had fixed the camera occlusion by the cinemachine collider, So I guess that solved this issue also,Is that ok? If required I shall redo that in the updated project version...Please do let me know...
The PR you made was a long time ago and many things changed since then, sorry for that! The scene doesn't even exist anymore.
In the end I solved the issue myself by using the collider too, but not by forcing the character into the view at all times, but rather only when the camera enters the ground. Which also kind of solves the issue with the clipping.
You can see the solution on the main
branch, and in this tweet:
https://twitter.com/CiroContns/status/1338600503714992132
As such, I'll close this issue!
from open-project-1.
Related Issues (20)
- Loading the currently loaded scene gives error. HOT 1
- NullReferenceException when entering dark red block HOT 4
- Build error: type or namespace name 'Localization' does not exist in the namespace 'UnityEditor' HOT 2
- Horizontal movement is stuck on rock
- Jumping into wall adds excessive speed
- First quest area to Field Hill can be missed HOT 1
- No collider on oven HOT 2
- Question: What about Assemblies?
- Question: Properly Loading with ScriptableObjects and its Events
- Cannot Play the Game with Unity 2020.3.26f1 LTS Due to Addressable Errors
- Opening State Machine Editor Window crashes Unity in 2021.2.9 and newer HOT 1
- Audio Save System Bug
- Loading screen does not support 21:9 screens
- Character stuck inside the tree
- I cant open the ZIP file HOT 1
- Shader error: Invalid subscript 'shadowCoord' when try build for mac
- Operation Suggest
- New game template?
- Cannot Analyze Addressable in project with Unity 2022.3.5f1 LTS
- 1
Recommend Projects
-
React
A declarative, efficient, and flexible JavaScript library for building user interfaces.
-
Vue.js
🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
-
Typescript
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
-
TensorFlow
An Open Source Machine Learning Framework for Everyone
-
Django
The Web framework for perfectionists with deadlines.
-
Laravel
A PHP framework for web artisans
-
D3
Bring data to life with SVG, Canvas and HTML. 📊📈🎉
-
Recommend Topics
-
javascript
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
-
web
Some thing interesting about web. New door for the world.
-
server
A server is a program made to process requests and deliver data to clients.
-
Machine learning
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
-
Visualization
Some thing interesting about visualization, use data art
-
Game
Some thing interesting about game, make everyone happy.
Recommend Org
-
Facebook
We are working to build community through open source technology. NB: members must have two-factor auth.
-
Microsoft
Open source projects and samples from Microsoft.
-
Google
Google ❤️ Open Source for everyone.
-
Alibaba
Alibaba Open Source for everyone
-
D3
Data-Driven Documents codes.
-
Tencent
China tencent open source team.
from open-project-1.