added continuous locomotion + hand presence bug fixes#3
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* adjust shader type to fix dotted line not animating. * also removed duplicate .gitignore file and adjusted it to work in root directory
+ added continuous locomotion using left primary gamepad * modified left hand scripts to properly render controller * organized movement scripts into their own folder * changed Time step to 0.11111
hand presence script now works as intended. no more duplicate hand models, no more errors :)
bubblesunyum
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Feb 13, 2022
bubblesunyum
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nice code, bro! you've gotten a lot better at naming and organizing over the years 😍
| character.Move(direction * Time.fixedDeltaTime * speed); | ||
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| // gravity | ||
| bool isGrounded = CheckIfGrounded(); |
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conventionally, boolean methods are named something like isGrounded() -- might be nice to do that to avoid verbosity
| bool isGrounded = CheckIfGrounded(); | ||
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| if(isGrounded) | ||
| fallingSpeed = 0; |
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when not using braces, it's a good idea to keep the body code on the same line
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really? i find that would make extremely confusing for me when i come back and read it again.
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why does it say that it can't be rebased due to conflicts? |
…of materials + flyer board
…t beam + hdri skybox + updates vscode version
… lighting profile + improved some art specular levels + added staff photos and billboard + fixed floating XR Origin camera in builds
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Not sure? It says no conflicts on my end. |
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