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Every FPS game has this problem. Here’s how to solve it in Unity.




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Информация о Every FPS game has this problem. Here’s how to solve it in Unity.


Название :  Every FPS game has this problem. Here’s how to solve it in Unity.
Продолжительность :   0.23
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Просмотров :   101 rb


Кадры Every FPS game has this problem. Here’s how to solve it in Unity.





Описание Every FPS game has this problem. Here’s how to solve it in Unity.



Коментарии Every FPS game has this problem. Here’s how to solve it in Unity.



BlinkAChu
that doesn't fix anything though Yes, the weapon won't clip, but now it won't have appropriate lighting and shadows either so if you're in a dark environment your weapon will light up like it's the 4th of July
Comment from : BlinkAChu


MKx2
Or just make your arms and weapon super small till they get into the player's colliderbrbrSaves on performance
Comment from : MKx2


Mr Potato
me who just added a convex mesh collider to the weapon
Comment from : Mr Potato


NotCabski
What’s the official term so I can researche this
Comment from : NotCabski


Lukaland😃
What game is this? In the background?
Comment from : Lukaland😃


EggolarrPlays
Perfect timing I’m currently working on one and I needed to fix that problem
Comment from : EggolarrPlays


Sabhari Shrinivas
How does this work?
Comment from : Sabhari Shrinivas


Renantasy
If you are using HDR, this probably won't work or make the post-processing not visible, a fix for this will be making the weapon tiny and inside player's collider while also being seen by the camera perspective
Comment from : Renantasy


Evflow
GFGJ
Comment from : Evflow


MUSKETPENGUIN
Not trying to be rude, just trying to gain knowledge, but couldn't you just add a collider? just wondering
Comment from : MUSKETPENGUIN


tezman
Bro just fixed a issue that professional game company's still seem to have
Comment from : tezman


FreeVibingMusic
Wow
Comment from : FreeVibingMusic


Daksu
man i think i found about Box Colider
Comment from : Daksu


wearwolf420
To solve this faster use cinamachine it does this for you
Comment from : wearwolf420


Anormal Ejderya
0:11
Comment from : Anormal Ejderya


Rogue Cortex
I noticed, The Cycle Frontier doesn't do this Idk I it was on purpose but I'm surprised how simple it is to fix
Comment from : Rogue Cortex


AL7USSAIN
Nice bro thanks
Comment from : AL7USSAIN


❤️KittenCat❤️
Oooo
Comment from : ❤️KittenCat❤️


Zehs
There's one problem When I'm inside a building, you can still see the sun shine on the gun
Comment from : Zehs


Code Visionary
@AIAdev: Creates two cameras, makes a new layer and more stuff:brMe: Create a capsule collider around the weapon
Comment from : Code Visionary


Joseph Pasfield
Oh so that's how that's done, cool! I do something sort of similar in a project of mine, but I have a different camera for the post processing
Comment from : Joseph Pasfield


Josh
What if u want to stop players from shooting through a wall?
Comment from : Josh


Zach Sim
You can avoid using two cameras in URP using Render Features
Comment from : Zach Sim


Trued
i usually use camera stacking is this a more efficient solution?
Comment from : Trued


abdulla ahmed
Or you can just make thick wall😂😂
Comment from : abdulla ahmed


DmrDev
this solution kills fps so bad use new render pipelines they have option just for this issue
Comment from : DmrDev


HeRoyale
Best tutorial channel
Comment from : HeRoyale


Drew
If you're thinking about releasing a game, please never do this brbrOne of the biggest impact to the games performance is going to be the number of times you fully render the scene You should handle these sort of situations through rendering layers
Comment from : Drew


Wake World
What about shadows?
Comment from : Wake World


bnq
This is terrible solution for performance, good developers never do that
Comment from : bnq


mod853
Ewwwww unity
Comment from : mod853


HEE HEE
Omg thx my guy I just figured you couldn’t do anything about this but now I can fix it
Comment from : HEE HEE


mjcox24
Or use a matterial like configurable shaders, set ztest to off and it will draw allways on topbrbrIf your arms are separate you may need to use this technique I see 0 reasons why wepon huds need to be 2mesh/materials tho
Comment from : mjcox24


largest brain
I don’t get how this is an “issue” to fix It looks wonky when you go up against the wall and the gun just stays in front
Comment from : largest brain


AlphaOne
Unreal engine users crying rn
Comment from : AlphaOne


DARK AMBIGUOUS
Or you can write a script that moves the weapon towards you like in real life, otherwise he wepons feel super small when you walk up to a wall
Comment from : DARK AMBIGUOUS


Big_matt
Use the stack instead
Comment from : Big_matt


hey guys
this might be useful
Comment from : hey guys


DarkiGG
in unreal engine this is soooo much more complicated
Comment from : DarkiGG


Alex Tuduran
Unity: Nope
Comment from : Alex Tuduran


Addy
p̶r̶o̶m̶o̶s̶m̶ 😬
Comment from : Addy


SuperGamePlay
I thought this was way more complex :( thanks
Comment from : SuperGamePlay


Someone
nice video! i have done this and the weapon doesn't get affected by lights and shadows in the scene, did I do something wrong or is there a way to fix it?
Comment from : Someone


JetPackedOtter
I've been waiting for someone to make a "how to" on this, thats not filled with computer mumbo jumbo! thanks AIA!brI was like #69
Comment from : JetPackedOtter


Yolkstar
you know what i figured out why you post short videos its because it matches the short amount of time you last in bed OOOOHHHHHHH
Comment from : Yolkstar


Quiqqy
BRO THAT HELPED ME SO MUCH WITH NO MOMENTUM I will add that now!
Comment from : Quiqqy


Official Gless
I'll give you a depth only flag
Comment from : Official Gless


MarkifyTV
Garbaj moment lmfao, thank you for the tutorial man here to support you thought the journey of you're channel
Comment from : MarkifyTV


Dorbellprod
This is a certified Garbaj moment but it is an actual tutorial, lets go 😤
Comment from : Dorbellprod



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