freelook | Freelook , an Electron-based client for Microsoft Outlook
kandi X-RAY | freelook Summary
kandi X-RAY | freelook Summary
Freelook, an Electron-based desktop app for Microsoft Outlook and Office 365.
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Top functions reviewed by kandi - BETA
- Returns the center of the window .
- Sets the center of the window .
- Evaluate EE .
- Check if element is a string
- Creates a nt object
- Evaluates an array of expressions
- Get all elements
- HTML display element
- Evaluate an element s style .
- me . spawn
freelook Key Features
freelook Examples and Code Snippets
Community Discussions
Trending Discussions on freelook
QUESTION
I have a Cinemachine Freelook camera and i want it similar to Skyrim, where the character's rotation follows where the camera is pointing, but only on the Y axis so that i can move my mouse and look at the character from up and down;
This video demonstrates how MrKrabs can move in 3 dimensions, but won't turn.
I already tried creating a blank object and putting it at the center of the character, then using transform.LookAt(Camera)
to make it point to where the camera is, and finally getting the Y value of the object's rotation, inverting it with -transform.position.y
and applying it to MrKrabs, but it didn't work: it was jittery and overall just a bad user experience, is there a way to turn the gameobject based on the camera's rotation? (having the camera always watching his back)
ANSWER
Answered 2021-Sep-03 at 19:12Something like this should do the trick.
QUESTION
so far I have a working movement system using Rigidbody and the new Input System. I have it set up so that WASD passes through the input which then moves the character forward, back, left and right while also facing that direction when pressed.
I also have a FreeLook Cinemachine camera that follows the player as they move which works well enough for now and can be moved around the player.
Additionally I want to add functionality so that "forward" and by extension the other movement options are in context with the direction the camera is facing. So if you move the camera around in front of the player then "forward" would now be the opposite direction and so on. This is the part I am stuck on as i'm not sure how to change my inputs from forward, to be forward with respect to the camera. Should I just rotate the entire GameObject in relation to the camera? But I only want the character to rotate if they are trying to move.
tl;dr DMC5 movement system, if its easier to show and not tell. Heres what I have so far:
...ANSWER
Answered 2020-Dec-28 at 06:25According to this post on Unity Forum, you can use player.transfrom.eulerAngles
instead of LookAt
function.
This is possibly how you can rewrite your FixedUpdate
, assuming that you want to rotate your character around Y axis using the angle of the camera:
QUESTION
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Cinemachine;
using System.Linq;
public class CamerasInfo : MonoBehaviour
{
public List FreeLook;
public List Virtual;
public List AllCameras;
public List currentActiveCameras;
// Start is called before the first frame update
void Start()
{
Cameras();
}
// Update is called once per frame
void Update()
{
}
public void Cameras()
{
FreeLook = FindObjectsOfType().ToList();
Virtual = FindObjectsOfType().ToList();
for(int i = 0; i < Virtual.Count; i++)
{
if (!Virtual[i].name.StartsWith("CM"))
Virtual.RemoveAt(i);
}
AllCameras = Camera.allCameras.ToList();
foreach (CinemachineFreeLook freelook in FreeLook)
{
if (freelook.isActiveAndEnabled)
currentActiveCameras.Add(freelook.Name);
}
foreach (CinemachineVirtualCamera vir in Virtual)
{
if (vir.isActiveAndEnabled)
currentActiveCameras.Add(vir.Name);
}
for(int i = 0; i < AllCameras.Count; i++)
{
if (AllCameras[i].isActiveAndEnabled)
currentActiveCameras.Add(AllCameras[i].name);
}
}
}
...ANSWER
Answered 2020-Nov-06 at 13:57The problem is that you're iterating forward through the list, while also removing items from it.
Let's take an example
QUESTION
I was wondering if someone could enlighten me as to how I can ignore camera collision when a camera is colliding with the back face of a triangle. I want to implement this so that my camera cannot get stuck if I, or the player, somehow finds themselves within a model. Here is a video of my camera system:
And here is the code for that collision detection:
...ANSWER
Answered 2020-Jul-26 at 20:34You can calculate the velocity of the camera with currentCameraLocation - previousCameraLocation
and with a simple dot product find out if you hit the back face of a triangle or not:
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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No vulnerabilities reported
Install freelook
GIT
NPM
Clone the repository and run in development mode. This will build a predefined AppImage & deb packages in the dist folder. AppImage can be run in most popular linux distributions with the support. Deb is only for debian & ubuntu distributions.
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