Deve3D Posted December 25, 2023 Posted December 25, 2023 (edited) Hi, Having used Unity, the FPS sample is way too much coding and really not flexible, all is hard coded. Same example making it more flexible : - Create capsule object visible in editor - Add physics constraints on rotation to only rotate on Y for the capsule - Create camera object and adjust it's properties - Drag and drop camera as child of capsule component and adjust it's position For the coding aspects a basic FPS does not need all crouch code, or slopes code - Add script to move capsule according to player inputs - Add script to camera object to control effects The example is not component oriented, a simpler fps controller more components oriented is better for starters. Also can't we import Mathlib instead of having everywhere in code to type "Mathlib" ? Less code is better. This is how it is done using components Edited December 25, 2023 by Deve3D
silent Posted December 26, 2023 Posted December 26, 2023 Deve3D Thanks for the feedback! For sure there is always a room for improvements. Modular approach sound interesting, we will definitely take a closer look in this direction. You can also share your results once you'll finish your adjustments :) Quote Also can't we import Mathlib instead of having everywhere in code to type "Mathlib" ? Unfortunately, that will lead to a different issue - you will not able to use using Unigine; anymore (Log.Message, for example). MathLib is a class, not a namespace. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
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