I was seeing a video on common tricks FPS games use, and one of them was having the weapon render on a higher and/or separate layer to avoid having it clip with other objects in the world. How would something like this be done in Godot?
I was seeing a video on common tricks FPS games use, and one of them was having the weapon render on a higher and/or separate layer to avoid having it clip with other objects in the world. How would something like this be done in Godot?
There is a node that keeps cameras synchronized, I can’t recall the name right now, but it’s something like “RemotePosition3D”.
As for the lights, it’s a matter of configuring the layers correctly and disabling “own world” on the viewport.