I'm using the latest version of UFPS and version 1.64.5 on AC. Currently I have the UFPS player prefab working and moving around, I can generally interact with things the way I did before I integrated UFPS. The problem I am having is with camera switches, as the AC main camera is at the origin of the world (0,0,0).
So, it wants to transition from the main camera position instead of from the UFPS camera position. Do I have to manually align the main camera with the UFPS camera or is there a better option?
Comments
Do I have to manually transition back to the this workaround simple camera you propose as well?
In edit mode I have it set to something huge, like 5K, so it jumping down to 100 is odd.
In Player.cs line 485 in my version, the following line throws a null reference exception:
firstPersonCamera.SetPitch (-angle);
FirstPersonCamera is null there.
https://imgur.com/a/UiDf7lf
I can't quite follow how the normal character code works alongside the UFPS integration script to control tilt, but the tilt is the factor that doesn't finish if the horizontal angle distance of the facing operation is short. It only ends up moving a small distance.
Here's my fix - you can see the added tilting check to continue running until turn and tilt are complete:
I deduced this as I assumed the integration script wasn't being allowed to finish updating the tilt, as it only takes control during cutscenes. So making sure the action didn't finish too soon allowed it to complete.