Game Development Reference
In-Depth Information
Figure 6-5.
Weapons should appear at a consistent size and at the bottom-middle of the screen
No matter where the First Person Controller moves or looks in the scene during gameplay,
the gun sprite should always follow, being aligned to the bottom-middle of the screen, exactly
where we'd expect to find the Player's hand holding a weapon. There are many ways to achieve
this functionality: you could, for example, use GameObject parenting to create transformation
dependencies. But in this chapter, we'll use a layered camera technique, effectively rendering
all scene geometry from the default first-person camera, and the weapon from a second and
orthographic camera layered on top of the original rendering. To get started, I'll adjust the scene
hierarchy somewhat for clearer organization.
Specifically, I'll create a new GameObject (called
Weapons
), adding this as a child of the
Player
object, and then add a new
Camera
object (
WeaponCamera
) as a child of the
Weapons
object, and
finally, I'll add the
Weapon_Punch
object as a child of
WeaponCamera
. In addition, I'll also remove
all components from the
Camera
object (including the AudioListener), leaving only the Camera
component (see Figure
6-6
for clarification on this process).
Figure 6-6.
Housekeeping game objects and creating a second camera