![]() Honestly, this is just what I came up with, I am willing to scrap my entire targeting system if there is a better way. I want the cross-hairs, a flattened semitransparent sphere, (which is a child of the spawner sphere, and offset so you see it on screen.) stays in the same location *on screen* or "in the UI" while the camera moves around the map. The problem is compensating for the cameras position and rotation, I feel like I have tried everything with varying degrees of failure and success, but nothing spot on the desired effect just yet. The targeting system consists of a game object that is currently an elongated transparent sphere, which is attached to a script that fires a ball "forward" relative to said sphere. ![]() It's all well an good, if you never move the camera, but that kinda defeats the intent of having the camera rotate around the 'puzzle' of sorts. Where in the center there are blocks to knock down off their foundations by shooting balls, that's the basic premise.Īnyway, I am having trouble getting a solid targeting system in place. Alright, so I've been making this 3D game which consists of a camera that orbits almost an arena type map, ![]()
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