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Post by illustrator on Feb 16, 2020 19:44:29 GMT
Some background information first:
"By introducing water volumes Lux Water lets you create seamless transitions from above tounderwater rendering."
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Make sure that your camera has a collider and a Rigidbody assigned. Check “IsKinematic” in the Rigidbody inspector. Then add the “LuxWater_WaterVolume-Trigger.cs” to the camera.The collision between the assigned collider and the box collider of the water volumewill trigger the underwater rendering. In order to prevent other colliders to trigger thewater volume rendering the water volume script will check if the object that triggers thecollision has a “LuxWater_WaterVolumeTrigger.cs” component.So if you already have a collider and rigidbody (like on your player) you may use thisthese as triggers by adding the “LuxWater_WaterVolumeTrigger.cs” component.
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The problem is if sphere collider is enabled on vThirdPersonCamera the camera shakes terribly and at the same time the character starts moving. If I disable the sphere collider from vThirdPersonCamera the problem is gone but then the seamless transition does not work and underwater rendering does not work.
Is there anything that could be done from Invector character controllers side to fix this? I'm using the basic locomotion.
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Post by illustrator on Feb 17, 2020 15:07:49 GMT
Newermind, I got this sorted out. I missed the information that I can add the “LuxWater_WaterVolumeTrigger.cs” to playerobject instead of the camera. It works!
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