void FixedUpdate() { if (folow == null) { return; } // place the camera always above the player about "off" this.gameObject.transform.position = folow.transform.position + Vector3.Scale(folow.up, new Vector3(off, off, off)); // get his rotation if (!FindObjectOfType <Biografie>().weare) { this.gameObject.transform.rotation = Quaternion.Slerp(this.gameObject.transform.rotation, folow.transform.rotation, Time.fixedDeltaTime * smooty); } else { Bewegungskraefte meow = folow.GetComponent <Bewegungskraefte>(); DownLogic down = folow.GetComponent <DownLogic>(); // for more crisp horizontal movement remove the slerp but then the gravity is more hard as well // -- // this line was used for the sensor focused / spinning version // DEPRECATED? // -- // this.gameObject.transform.rotation = Quaternion.Slerp(this.gameObject.transform.rotation, Quaternion.AngleAxis( -meow.angliene / meow.schmus, folow.up) * folow.rotation, Time.fixedDeltaTime * smooty); // first copy the downlogic (check Downlogic class for more insights) this.gameObject.transform.rotation = Quaternion.Slerp(this.gameObject.transform.rotation, Quaternion.FromToRotation(transform.up, down.chooseGooseNorm) * this.gameObject.transform.rotation, Time.fixedDeltaTime * 1.95f * 5); // SOMEHOW its working without the following line Ô_Ô" // then get the rotation logic of the VR Glasses // this.gameObject.transform.rotation = Quaternion.AngleAxis(-meow.angliene, folow.up) * this.gameObject.transform.rotation; } }
void Start() { if (!isLocalPlayer) { return; } fuese = GetComponent <Bewegungskraefte>(); body = GetComponent <Rigidbody>(); body.constraints = RigidbodyConstraints.FreezeRotation; body.useGravity = false; rray = new Xray(body); }