Ahha! Found the culprit.
Difference is cos I have first person controller with also third person body awareness (the third person items are basically just shadow casters).
So the culprit is that precompiler if-block, and this fixes it:
You could maybe integrate this into a solution that takes all those controller options into account.
Difference is cos I have first person controller with also third person body awareness (the third person items are basically just shadow casters).
So the culprit is that precompiler if-block, and this fixes it:
C#:
if (firstPersonPerspective) {
#if FIRST_PERSON_CONTROLLER
//m_ActivePerspectiveItem = m_FirstPersonPerspectiveItem;
m_ActivePerspectiveItem = m_ThirdPersonPerspectiveItem;
#endif
} else {
m_ActivePerspectiveItem = m_ThirdPersonPerspectiveItem;
}
You could maybe integrate this into a solution that takes all those controller options into account.