![]() No rigging or traditional animation involved / required. Procedurally moves any arm & weapon model. * Melee system (beta) for spring-based melee motions. Bullet Time) and pausing support + helper methods and numeous framerate independence fixes. The asset also has a new, cleaner directory structure. That is, the components know less about each other and communicate via a delegate-based event system. The new system is much more loosely coupled. If you decide to modify the source scripts of v1.33, there are ways of reducing upgrade headaches slightly (see Upgrading). This hurts but the restructuring is for a number of good causes, including: to make the system maintainable long-term (preventing similar future upgrade headaches) and to make the system cleaner and easier to work with. That is: a game done in v1.33 will break in v1.4. Please note that Ultimate FPS Camera 1.4 is a complete system rewrite, and will be a breaking release. Many of the new features in v1.4 addresses user requests and questions listed in this FAQ, regarding the currently available release (v1.33). What are the confirmed features of the next version? ![]()
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