FIRST PERSON VIEW 2.0 Version 2.0 is now available on the Asset Store: http://u3d.as/xzu First Person View is an asset that offers a solution for first person perspective in Unity, where first person objects won’t clip through the environment, have a separate field of view and receive shadows from the environment. With version 2.0, a second solution is offered for first person perspective, which requires a simpler setup, is not scene complexity dependent, has less limitations and performs better than the first solution, making it, at the moment, the best solution available in Unity for a first person perspective. Both solutions are offered with this package, since one could be more appropriate than the other. Every script is well documented to make it easier to learn and understand how both solutions were made. Both solutions are offered with this package, since one could be more appropriate than the other. Features Game Features First Person View models don’t clip through the environment. First Person View models receive shadows from the environment Independent Field of View between First Person View and the World View Script Features Ability to automatically change between World View + First Person View and World View only. (useful when the player interacts with the environment) Ability to assign and remove objects to/from the First Person View perspective Automatic Layer assignment for First Person Objects. It preserves original layers when changing the objects back to World View Release notes of Version 2: Overall · Created generic interfaces and classes that are used in both solutions (IFPV_Camera, IFPV_Object, IFPV_Renderer, FPV_Camera, FPV_Object, FPV_Renderer) · Created more examples for both solutions, along with examples on functionalities offered by these solutions. (Like aiming and firing) · Added each component to the Component menu of Unity, making it easier to add FPV components to the objects · Removed Editor scripts and Instantiate methods on the FPV static class Multi-Camera Solution · Improved overall performance of the system · Reduced garbage generated · Changed recursive methods to iterative methods · Merged FPV_Object_Custom to FPV_Object, making it support custom shadowcasttypes · Added support for first person objects to cast shadows on the environment · Added Prefab that demonstrates the Multi-Camera setup Shader-Material Solution · Added new solution for first person perspective · Simpler setup than the first solution · Uses only one active camera and one disabled camera · No screen-space effect limitations · Only requires scripts on first person objects (not scene complexity dependent) · Practically no performance cost · Requires one Shader Keyword · Geometry intersection only happens in some specific cases. This solution works for most cases very well.