- Added position markers for host and players during each round.

- Current player list updated to podium owners when round 1 is loaded.
- Rewrote video player code to hopefully load videos more reliably on restarts.
- Round 3 timer should no longer continue running when a new round is loaded.
- Overlays from round 3 now properly disable when a new round is loaded.
- Fixed cameras erroneously resetting to round 3 positions on new game start.
This commit is contained in:
2026-04-15 19:06:06 -04:00
parent 674e5b67ef
commit ace89dc62d
21 changed files with 2206 additions and 1438 deletions
+1 -1
View File
@@ -217,10 +217,10 @@ public class CameraAnchor : UdonSharpBehaviour
{
_AttachedCamera = NewCamera;
_AttachedCamera.gameObject.SetActive(true);
_AttachedCamera.transform.parent = CameraRoot;
_AttachedCamera.fieldOfView = FOV;
_AttachedCamera.nearClipPlane = NearClippingPlane;
_AttachedCamera.farClipPlane = FarClippingPlane;
_AttachedCamera.transform.parent = CameraRoot;
_AttachedCamera.GetComponent<LightSync>().TeleportToLocalSpace(Vector3.zero, Quaternion.identity, true);
}
}
@@ -46,16 +46,13 @@ public class CameraControllerRound3 : CameraControllerBase
DisableAllSwitchers();
DisableAllTriggers();
HostStartingCameraAnchor.AttachCamera(PlayerCamera);
PlayerStartingCameraAnchor.AttachCamera(HostCamera);
PlayerCameraAnchorSequence[0].AttachCamera(PlayerCamera);
HostCameraAnchorSequence[0].AttachCamera(HostCamera);
OverheadCameraAnchor.AttachCamera(OverheadCamera);
FrontCameraAnchor.AttachCamera(FrontCamera);
NewspaperCameraAnchor.AttachCamera(PrimaryFocusCamera);
VideoPlayerCameraAnchor.AttachCamera(VideoPlayerCamera);
HostCameraAnchorSequence[0].AttachCamera(HostCamera);
PlayerCameraAnchorSequence[0].AttachCamera(PlayerCamera);
ActivatePlayfieldSwitchTriggerGroup = false;
PlayIFeelGood(false);