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Thanks to Luben, who requested integration with this controller
There are 3 issues when you use this controller with my portals:
ISSUE 1: when you sprint, there's a glitch when crossing
ISSUE 2: player doesn't rotate when crossing portals at different angles
ISSUE 3: when crossing there's still a little glitch
Let's fix them!
ISSUE 1: when you sprint, there's a glitch when crossing
This is because the controller changes the FOV (field of view) of the main camera. You have 2 options for this.
First option is just disabling this feature:
Second option is make the portals camera mimic that FOV change
You have to do 2 small additions to portalCamMovement.cs
1) declare this variable
private Camera playerCameraComp
2) initialize it, in Start method:
playerCameraComp = playerCamera.GetComponent<Camera>();
like this:
3) and add this line in LateUpdate() method
thisCamera.fieldOfView = playerCameraComp.fieldOfView;
like this:
ISSUE 2: player doesn't rotate when crossing portals at different angles
1) Go to the controller script, like this:
2) go to (around) line 105, and make PUBLIC the originalRotation variable, like this:
3) go to Teleport.cs and, in Teleport() method, add these 2 lines below the green block of comments:
FirstPersonAIO controller = objectToTeleport.GetComponent<FirstPersonAIO>();
controller.originalRotation += new Vector3(0, rot.eulerAngles.y, 0);
like this:
ISSUE 3: when crossing there's still a little glitch
This is due to Head-bobbing feature when we suddenly change the position of player
So, the first option is drastically disabling the feature:
But, if you want the head-bob, this second version is better:
First, go back to FirstPersonAIO.cs like we did before, and make public this variable in (around) line 195
Second, add this line to Teleport.cs, in Teleport method:
controller.previousPosition = objectToTeleport.position;
so, with previous lines it's like this:
And that's it, it should work perfectly.
If you're still having issues, contact me!
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