public override void UpdateBeforeSimulation() { MainCamera.Update(); MyEntities.UpdateBeforeSimulation(); base.UpdateBeforeSimulation(); }
public override void UpdateBeforeSimulation() { if (MainCamera != null) { MainCamera.Update(VRage.Game.MyEngineConstants.UPDATE_STEP_SIZE_IN_SECONDS); } MyEntities.UpdateBeforeSimulation(); base.UpdateBeforeSimulation(); }
void FixedUpdate() { currentVelocityDir = Vector3.Lerp(prevVelocity, target.root.GetComponent <Rigidbody>().velocity, fVelocityDamping * Time.deltaTime); currentVelocity_carAxis.x = Vector3.Dot(currentVelocityDir, target.forward); currentVelocity_carAxis.y = Vector3.Dot(currentVelocityDir, target.up); currentVelocity_carAxis.z = Vector3.Dot(currentVelocityDir, target.right); ////////////////////////////////////////////////////////////////////////////////////////////////////// /// Do something start from here mainCamera.Update(); /// End ////////////////////////////////////////////////////////////////////////////////////////////////////// prevVelocity = currentVelocityDir; }