No, this is not a solution, and people should stop recommending this The moment you do this, your weapon no longer is lit by the environment and will always have the default lighting applied Ergo, you LOSE everything that makes the weapon feel part of the world, just so it doesn't clip through a wall The proper way to do this is through creating a custom shader for the materials on the weapon to always be rendered on top (difficult), or to move the weapon out of the way (upwards for instance) when you're close to a wall via a raycast check (easy to do)
That's not a good solution, you would probably want to do smth else with this. Why is this bad? Cause u don't see clipping, but it happens. Imagine that now u may want to shoot enemy at close range, but weapon will fall into enemy collider and your shots won't be registered, cause bullet collision doesn't work from inside of enemy collider.
a thing not shown in the video but that I had to do. In your second camera go to Camera -> Render Type -> Overlay, and your main camera: Camera -> Stack -> + -> your second camera. It worked this way for me
@@IntensityDev is it possible to give me that script? i tried to add a 2nd camera for my weapon for scope. but now it just says no camera rendering when i press scope button
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No, this is not a solution, and people should stop recommending this
The moment you do this, your weapon no longer is lit by the environment and will always have the default lighting applied
Ergo, you LOSE everything that makes the weapon feel part of the world, just so it doesn't clip through a wall
The proper way to do this is through creating a custom shader for the materials on the weapon to always be rendered on top (difficult), or to move the weapon out of the way (upwards for instance) when you're close to a wall via a raycast check (easy to do)
That's not a good solution, you would probably want to do smth else with this. Why is this bad? Cause u don't see clipping, but it happens. Imagine that now u may want to shoot enemy at close range, but weapon will fall into enemy collider and your shots won't be registered, cause bullet collision doesn't work from inside of enemy collider.
Maybe this solution works for you: ruclips.net/video/jXvVeckLIXo/видео.htmlsi=cztJOA1B74NxHVmS
thx so much what a great tutorial :)
Thank you very much!!
Thx for this!!!
I can't do this anymore because there's no clear flags option in unity.
Camera -> Environment -> BackgroundType -> Unintialized
Thats it i think
@@diamon_darms Thanks
a thing not shown in the video but that I had to do. In your second camera go to Camera -> Render Type -> Overlay, and your main camera: Camera -> Stack -> + -> your second camera. It worked this way for me
Ty❤
does you players entire body moves when you move the mouse on x rotation?
No, the camera rotates and the weapons are attached to the camera.
@@IntensityDev is it possible to give me that script? i tried to add a 2nd camera for my weapon for scope. but now it just says no camera rendering when i press scope button
@@ssrs9661 ofcourse here is the video off how i setup my playercontroller with the script: ruclips.net/video/JWANj3UoWpU/видео.htmlsi=AmNlgOgJdvXc8GaX
@@ssrs9661 for the scope issue, try to change the POV of the main camera with a script. Don't forget to reset when unscoping.
Helpful
is bad practic dude :/
What is the good way? :)
@@IntensityDevHaving a second camera covering your entire screen causes a lot of overdraw which decreases fps by a lot
@@lx2222x Hmm, i'll try to find a better way. Thanks for the feedback!
renderer objects@@IntensityDev