FPS character full body or Hands Unity 3d - unity3d

I am making an First Person Shooter game using unity 3D, which will be multiplayer in future. So i want to use a full body for my FPS.
I am getting problem in placing camera for my FPS body. When i use only hands it works great.
Can any one tell which approach i should use for this .
1. Should i use two camera one form showing only hands and player weapon and one for showing the rest of view.
2. OR any other way.
I am using unity3d engine for my game development

Just draw the hands because unless your game allows you to look down and see your feet, a whole body approach might be a bit of a waste on computer resources.

Related

(Unity3D) When the Camera is in a object, Camera will stop rendering the object

I'm using unity 2018.4.14f1 personal (I don't use 2019 or 2020 because it lags my computer)
I'm using the Unity Standard Assets Player Prefab and Cinemachine Freelook for the camera. I have some water, and when my player walks into it, its fine. However, when the camera comes into the water, it stops rendering the water. Is there anyway I can fix it?
Update: I've somewhat got it working, however its hollow when your inside. Is there anyway to fix that?
Video : https://easyupload.io/2b0p3a
(I'm quite a noob so if you need any screenshots please ask.)
The problem here is that the water will only rendered when looking from the outside as the normalized are modeled so. The program renders outs objects that it thinks is not in view. You can load the model into a 3d program and then copy and invert the model to allow your camera to see the water, or I believe there are some shader option to stop this optimization. You can also look in this Reddit thread.

Can Vuforia track spatial location when using targetless device tracking?

I am trying to wrap my head around Vuforia's capabilities. I want to make an app which lets me place a 3D object into a camera view and have that 3D object stick to the world. I've been learning how to use Vuforia in Unity3D, and Vuforia seems to be slightly capable of this, but is severely limited by its craving for "Targets". It doesn't seem to be able to do much if I don't give it some sort of target.
One workaround I've found is to set the ARCamera's World Center Mode to DEVICE_TRACKING. This seems to let me place a 3D object into the world (in Unity) and have this object overlay into the camera feed, almost making it seem like it's anhcored to the real world. This doesn't work perfectly though: it tracks properly when I angle the device up/down/left/right (rotation), but it does not seem to track the device's translational motion; that is, when I move the device forward/back/left/right, the overlaid object doesn't get closer/farther nor does it rotate as I move around it.
Is it possible to get this sort of tracking out of Vuforia, or am I better off switching to something like Google Tango?
The difficulty with setting World Center Mode to CAMERA in Vuforia is that apparently 3D objects rotate around the camera based on its accelerometer/gyroscope changes. This doesn't allow for objects to be anchored to the environment. Instead they follow with the camera.
Kudan is a good markerless tracking option.

iPhone iOS how to create a room for an iPhone game demo?

I'm building an iPhone core motion game demo and would like to have a virtual "room" around the user. The user would be using the phone with the core motion to "look around" the room through the phone. Attached is an example.
I'm not looking for anything fancy. 4 solid color panels for walls and 2 panels for the floor and ceiling would do. Pretty much a large cube with the middle at the user's location
What is the quickest way for me to create a room with a box geometry, putting the user in the middle? Can this be done with UIKit objects, or do I need to use openGL to render the panels? Maybe there's some kind of a game engine that I can use for these purposes?
I would want to rotate the room in the future.
Thank you for your input!
You won't be able to create a 3 dimensional environment without using OpenGL in some form. The best way to get started is to follow a good tutorial on OpenGL such as this one. You could even take this tutorial and put the camera inside the cube and voila, instant room. You would just need to add view rotation logic from core motion and you would be set.

Problem in using CCCamera

I am going to work on a game project. I am using cocos2d. I want to use cccamera class of cocos2d. Please tell me about any tutorial on cccamera. I want to implement more or less like angry birds, throwing the ball that reaches its destination facing the obstacles in the way.
So when the ball moves ahead the scene accordingly moves back depending on speed of the ball.
How to manage all that. I think i should use cccamera.
Thanx.
CCCamera, per the documentation is used for 3D effects (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_camera.html) and recommends the use of CCFollow (http://www.cocos2d-iphone.org/api-ref/latest-stable/interface_c_c_follow.html) for 2D related effects (such as following the birds forward, etc).

iPhone: Camera following player in cocos2d

I'm making an iPhone game in cocos2d.
I was wondering how I would make the camera / the view follow a specific sprite?
would I use the CCCamera class?
Yes, CCCamera would work. However, it has some drawbacks that make it undesirable for some uses. Moving the layers respectively all other objects relative to that sprite may be a better solution. It depends on the game.
First, read up what the different approaches and their drawbacks are, you can get a lot out of this cocos2d forum thread:
http://www.cocos2d-iphone.org/forum/topic/5363
It would be helpful if you could describe what your game is about and why you need the camera attached to that sprite.
For example, if you're thinking of a running game like Canabalt, i would not use the camera to scroll over the world, but instead scroll everything relative to the player (towards him) with the player sticking at about the same x coordinate while running. Perfect examples of games where you would not move the camera at all are the iCopter games, they are basically simplified versions of Canabalt. Notice that the player sprite always stays at the exact same x coordinate, and the game world just scrolls
Scrolling the camera itself in my opinion makes the most sense if you have a large game world that the player can traverse in all directions, and the number of objects are simply too numerous and also moving about in various directions, so updating their positions individually each frame would be both overkill and prone to errors. And since the game world is so huge, you would want to use the camera's position to limit what is drawn on screen.
use CCFollow actions
Like these :-
[self runAction:[CCFollow actionWithTarget:(u r hero) worldBoundary:CGRectMake(0,0,1050,350)]];
it will helps

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