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added continuous locomotion + hand presence bug fixes#3

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NullReality wants to merge 14 commits into
mainfrom
features
Open

added continuous locomotion + hand presence bug fixes#3
NullReality wants to merge 14 commits into
mainfrom
features

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@NullReality

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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 bubblesunyum left a comment

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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);

// 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();

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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oke, up to you!

@bubblesunyum

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why does it say that it can't be rebased due to conflicts?

…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
@NullReality

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why does it say that it can't be rebased due to conflicts?

Not sure? It says no conflicts on my end.

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2 participants