Making my player model invisible to my camera - unity3d

So, in FPS games there is a thing where you can only see your hands, not body, but other players do see your model and animations. Is there a way to do this in Unity?
Thanks for help in advance

That's usually done by just sorting out what's being rendered client side and what's being rendered server-side.
E.g The client-side view will render only the hands overlay and other player models. Depending on how you do your multiplayer, it'll just be a case of just disabling the renderer of the player model and enabling it for other players.

Related

Why do certain sprites ,look as if they're further back in the window?

I am learning how to make games using unity, i have used free sprite packs from unity's store.
i have selected each individual sprite and changed its z position to 0, but when the game runs it looks completely different to how it looks in the editing window.
please help.
Here is a video I recorded.
https://youtu.be/2hb9m01PQBk
Are your sprites on a prefab, or children of another game object? The Transform of the parent object affects the transform of all children.
It looks like this is a camera problem. Your camera is set to perspective, it is possible to do parallax backgrounds with a perspective camera and you may have already accomodated for it, but that is the first thing I would check.
You can modify this by going to your Main Camera and selecting Orthographic from the Projection drop-down menu.

(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.

UE4 - Changing ADS Camera when using a different weapon

I'm very new to Unreal Engine 4 and have been following an fps guide online!
Currently have an AK and M4 in the game and can switch between the two using 1 / 2 on the keypad. I had to setup the first aim down sights camera to the AK and it works well! However if I equip the M4 and aim down sights then the camera is no longer in the correct spot and it doesn't line up at all with the ironsights. So I added another camera called M4A1 ADS Camera, but can't figure out how to switch to that camera when aiming down sights then going back to the AK camera if using that weapon.
Is there a better way of doing this or any tutorials / tips to help with the process for the future?
If I want to try and answer your question I'd say that you should add a switch case or make branches to check wich weapon is equipped at the time.
But I'd say a better way to do this would be to add a camera to your weapon blueprint then you could access the camera from the weapon directly (assuming you have a master weapon class). This way you would configure 1 ADS camera per weapon and align it properly in it own blueprint.
you can use "Set View Targent With Blend" function to change your cameras, it is very good for changing speed, and blending other things.
I know this is old but even cleaner than Deimos's suggestion would be to have an ADS camera component on your character and attach it to a socket you create on each of your weapons. You can adjust the socket position and rotation on each weapon's skeleton and then all you do from the character side is attach the camera to the weapon any time you equip one.

Show silhouette or outline of player through other gameobjects

I am using an orthographic camera view where the camera follows the player, but does not rotate. When the player goes behind other objects I need a way to still see it. I played with hiding the objects but the prefabs I am using from the asset store do not seem to work well unless they are rendered opaque.
How can I have the player show through other objects, or have an outline or 'ghost' of the player visible?
I would suggest you to use another camera which will have same behaviour (same position/rotation, movement) as your main camera but will only render the player's layer. so when player goes behind other objects, this camera can still see it and make sure it renders on top of everything else using Depth property of camera.
Hope it helps

FPS character full body or Hands Unity 3d

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.