WallPenetrationTunneling Class
Extends MonoBehaviour
This component will check the ray from the character logical head to the actual player tracked head for collisions.
If there is a collider between these two positions it means a wall or other occluding obstacle has been physically traspased and will apply a tunneling effect in the player's view that point them towards the exit of the collision.
AnimationCurve PenetrationFov[Get]
virtual void LateUpdate ( )
void InjectAllWallPenetrationTunneling ( Transform trackedPosition,
Transform logicalPosition,
int maxCollidersCheck )
void InjectTrackedPosition ( Transform trackedPosition )
void InjectLogicalPosition ( Transform logicalPosition )
void InjectMaxCollidersCheck ( int maxCollidersCheck )