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Fps Arms

Discussion in 'FPS.Sample Game' started by Ruchir, Mar 2, 2019.

  1. Ruchir

    Ruchir

    Joined:
    May 26, 2015
    Posts:
    934
    Can anyone tell me how they did the fps Arms in the first person perspective , like it not intersecting other world geometry and still recieving shadows ,can anyone make a tutorial for that please?:)
     
  2. Ruchir

    Ruchir

    Joined:
    May 26, 2015
    Posts:
    934
    On asset store it's sold as the fps view ,so I am pretty interested in how it is implemented over her
     
  3. Gravijta

    Gravijta

    Joined:
    Jan 15, 2015
    Posts:
    3
    I can't speak for this project, but other FPS packages will render the arms on a separate camera and use a mask to deal with clipping.
     
  4. karstenv

    karstenv

    Joined:
    Jan 12, 2014
    Posts:
    81
    On this project they scaled the fps arms and weapons down so they are fairly small and therefore not intersecting with the world but still receive correct light and shadows.
    They then add a special material to them with a FOV setting set to 40 to render the fps stuff at the correct size without having to use a second camera to render them.
    The extra FOV setting at 40 will them scale the arms and weapons up again to match the normal 60 FOV output.
     
    Journeythedev and Ruchir like this.