Hello guys and gals,
I have been messing around with unity for quite a while and I have to say this one thing that bugs me is the Unity Animation Rigging package. I need some help/feedback on the best idea for camera placement. My original idea was to place the camera inside the head of my player (Full body experience) but that won’t work with Animation Rigging for some reason (The multi aim constraint doesn’t move any of the body parts). Unless I am wrong and just using it incorrectly then I do apologize and if you can steer me in the right direction on how to use it, so I admit to being a complete noob. I have tried using an outside the player body camera system, but I always come up short especially with-it causing stuttering because it’s trying to update location/rotation every frame to that point and its pretty bad. I have tried FixedUpdate/LateUpdate but nothing works well. Don’t mean to make this so long but I really would like some help.
**EDIT - I figured out a way to make all of this work without having the camera actually on the player. As you may know or not know when using multiaim, multirotation, etc. you need a target and well having the camera on the player itself will not make it work at all. So, this code is basically a follow camera with an LateUpdate for the head position. Just make sure to reference something outwards of the camera as a target position for the aim constraints. I will say this I do not know if this is correct or not, but you know what it works it feels great no errors and all the stuttering is gone so do what you will with it. I do not mind sharing my update although I will say this beware my code it may not be right or perfect so use at own risk! **
Thanks
SuperMage
CameraController.cs (1.9 KB)