P-148 Heist Update 6: Triggers, Remote Camera, Level Design
This week I finally found a solution for the trigger issue I was having. I am now using raycasts between nodes embedded in my models to determine collision. This works very well with laser fences and laser triggers, and does not seem to cause any noticable performance hit. I basically include two dummy nodes in the model, “raystartpos” and “rayendpos” and raycast between them if the player is close by. If the rays hit the player, then the player has been detected. This is very precise, and allows me to place laser fences and beams without having to create a separate trigger for each one, which also saves a lot of level editing time.
I also implemented a very useful resource which allows me to create a remote camera. The resource (located HERE) is basically a gui object that can render a scene from the point of view of any object. I intend to use it to allow the player to hack into security cameras, as well as provide a camera that can be throw by the player to spot enemy movements and security systems without being seen.
I also did some work on the level design, I think it is slowly starting to look like a game.










