/// <summary> /// Initialize the default values. /// </summary> private void Start() { m_Inventory = m_GameObject.GetCachedComponent <Inventory.InventoryBase>(); m_FirstPersonPerspective = m_CharacterLocomotion.FirstPersonPerspective; // The third person objects will be hidden with the invisible shadow caster while in first person view. var characterRenderers = m_GameObject.GetComponentsInChildren <Renderer>(true); if (characterRenderers != null) { for (int i = 0; i < characterRenderers.Length; ++i) { var renderer = characterRenderers[i]; if (m_RegisteredRenderers.Contains(renderer)) { continue; } CacheRendererMaterials(renderer); } } #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER var networkInfo = m_GameObject.GetCachedComponent <Networking.INetworkInfo>(); if (networkInfo != null && !networkInfo.IsLocalPlayer()) { // Remote players should always be in the third person view. m_FirstPersonPerspective = false; EventHandler.UnregisterEvent <bool>(m_GameObject, "OnCameraChangePerspectives", OnChangePerspectives); } #endif OnChangePerspectives(m_FirstPersonPerspective); }
/// <summary> /// Initialize the default values. /// </summary> private void Start() { m_Inventory = m_GameObject.GetCachedComponent <Inventory.InventoryBase>(); m_FirstPersonPerspective = m_CharacterLocomotion.FirstPersonPerspective; #if ULTIMATE_CHARACTER_CONTROLLER_MULTIPLAYER var networkInfo = m_GameObject.GetCachedComponent <Networking.INetworkInfo>(); if (networkInfo != null && !networkInfo.IsLocalPlayer()) { // Remote players should always be in the third person view. OnChangePerspectives(false); EventHandler.UnregisterEvent <bool>(m_GameObject, "OnCameraChangePerspectives", OnChangePerspectives); } #endif }