protected override void Start() { base.Start(); // Find the IK components aim = GetComponent<AimIK>(); ik = GetComponent<FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.Disable(); ik.Disable(); // Presuming head is rotated towards character forward at Start headLookAxis = ik.references.head.InverseTransformVector(ik.references.root.forward); fpsCamDefaultRot = firstPersonCam.transform.localRotation; // Enable the upper-body aiming pose animator.SetLayerWeight(1, 1f); }
protected override void Start() { base.Start(); // Find the IK components aim = GetComponent<AimIK>(); ik = GetComponent<FullBodyBipedIK>(); // Disable the IK components to manage their updating aim.Disable(); ik.Disable(); fpsCamDefaultRot = firstPersonCam.transform.localRotation; }