Hi there!
I’ve been attempting to create more realistic movement recently, and one problem I’ve come across and have been unable to solve effectively is that the camera when in first person mode isn’t at the pivot. It’s slightly behind the point at which the camera rotates. This may seem trivial but what it does mean is that some areas slightly above eye level will be not visible when looking straight ahead/up, but will be when looking down, due to the rotation of the camera. This is not really what I want as first of all that’s not how actual vision works, and secondly it means that I don’t have to worry about whether a player can see an untextured surface when in first person (I use a lot of custom textures in my projects).
Here’s a more visual explanation, as my explanation skills sometimes leave something to be desired. Left hand side is current setup, right hand side is what I want to achieve.
Yellow - player head,
Green - camera pivot,
Dark blue - camera origin,
Light blue - what the player can see,
Orange - obstacle at eyelevel
I’ve searched around on the DevHub and in the Explorer menu and I can’t find anything that helps, so any suggestions would be greatly appreciated. There was one DevForum post addressing this, but it unfortunately didn’t give the desired effect.
Thanks.