Add first-person camera mode with pose-aware eye offset and yaw facing

Introduce a FirstPersonController / FirstPersonMode pair (mirroring the
free-cam mode) wired into the GameModeManager Tab cycle. In first person the
mesh is hidden, the eye sits on CameraTarget plus a per-pose
firstPersonCameraTargetYOffset, and the character body yaw is driven to match
the camera via a new single-writer FaceYaw hook on PlayerCharacterController.

Also includes user content edits (poses, prefabs, scene) carried along.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-27 13:03:52 +02:00
1 parent 381b21cd02
commit cfb767f6cb
17 files changed
+681 -91

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@@ -95,6 +95,7 @@ public partial class PlayerPoseController : MonoBehaviour
private bool _blending;
private float _cameraPoseOffset; // eased per-pose camera-target offset routed to the controller's camera target
private float _firstPersonCameraOffset; // eased per-pose first-person eye offset, read by the FirstPersonController (never written to the shared camera target)
// Capsule blend: the CharacterController dimensions are eased toward the active pose's via a single
// normalized blend (so the capsule stays a valid shape throughout) and written through the controller.
@@ -120,6 +121,9 @@ public partial class PlayerPoseController : MonoBehaviour
/// <summary>Index of the currently selected pose.</summary>
public int CurrentIndex => _currentIndex;
/// <summary>Eased per-pose y-offset for the first-person eye, applied on top of the camera target by the FirstPersonController.</summary>
public float FirstPersonCameraYOffset => _firstPersonCameraOffset;
void Awake()
{
_player = GetComponent<PlayerCharacterController>();
@@ -178,6 +182,14 @@ public partial class PlayerPoseController : MonoBehaviour
? Mathf.MoveTowards(_cameraPoseOffset, cameraPoseTarget, cameraOffsetSpeed * Time.deltaTime)
: cameraPoseTarget;
_player.SetCameraTargetLocalYOffset(_cameraPoseOffset);
// First-person eye: a separate per-pose offset, eased the same way but NOT routed to the shared
// camera target (that would also move the ThirdPersonCamera). The FirstPersonController reads this
// and applies it to its own eye position only.
float firstPersonTarget = pose ? pose.FirstPersonCameraTargetYOffset : 0f;
_firstPersonCameraOffset = cameraOffsetSpeed > 0f
? Mathf.MoveTowards(_firstPersonCameraOffset, firstPersonTarget, cameraOffsetSpeed * Time.deltaTime)
: firstPersonTarget;
}
void OnDisable()
@@ -186,6 +198,7 @@ public partial class PlayerPoseController : MonoBehaviour
// next idle frame. Also clear the camera offset and restore the default capsule we were holding.
ReleasePose();
_cameraPoseOffset = 0f;
_firstPersonCameraOffset = 0f;
if (_player)
{
_player.SetCameraTargetLocalYOffset(0f);