NOTES: godotengine.org/article/introducing-reverse-z/ • In the Godot 4.3 update the Z buffer was flipped so use *POSITION.z = mix(POSITION.z, POSITION.w, 0.9);* • In Godot 4.2 use *POSITION.z = mix(POSITION.z, 0.0, 0.999);* • You may want to set on your view model MeshInstance3D: *mesh_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF* to prevent buggy shadows.
Glad you enjoyed! I'm not sure what you mean by 'true' first person camera but I have a first person sourcelike character controller tutorial here which may help: ruclips.net/video/ZJr2qUrzEqg/видео.html
@@120Stevo for that you would probably just duplicate the world model, put it in the view model, then set the bone scale of everything waist up to 0 to hide it.
NOTES: godotengine.org/article/introducing-reverse-z/
• In the Godot 4.3 update the Z buffer was flipped so use *POSITION.z = mix(POSITION.z, POSITION.w, 0.9);*
• In Godot 4.2 use *POSITION.z = mix(POSITION.z, 0.0, 0.999);*
• You may want to set on your view model MeshInstance3D: *mesh_instance.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF* to prevent buggy shadows.
How did you know I was just about to search for this exact thing!!! lol thanks. Appreciate you sharing your work :D
two days in a row! thank you
omg already LETS FARKIN GOOOOOOOO!!!!!!
Thank you for the tutorials on Godot! Do you have a good resource/recommendation on a true first person camera with godot?
Glad you enjoyed! I'm not sure what you mean by 'true' first person camera but I have a first person sourcelike character controller tutorial here which may help: ruclips.net/video/ZJr2qUrzEqg/видео.html
@@MajikayoGames "True" as in when the player looks down they see their body/feet etc.
@@120Stevo for that you would probably just duplicate the world model, put it in the view model, then set the bone scale of everything waist up to 0 to hide it.