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Migration of CameraService to Player Service #11

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Jan 11, 2024
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Original file line number Diff line number Diff line change
Expand Up @@ -65,11 +65,11 @@ public float RotateActivationAngle

[SerializeField]
[Range(5f, 180f)]
[Tooltip("The amount to rotate the camera when rotation is activated.")]
[Tooltip("The amount to rotate the player when rotation is activated.")]
private float rotationAmount = 90f;

/// <summary>
/// The amount to rotate the camera when rotation is activated.
/// The amount to rotate the player when rotation is activated.
/// </summary>
public float RotationAmount
{
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2 changes: 1 addition & 1 deletion Runtime/Interfaces/ITeleportAnchor.cs
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@ public interface ITeleportAnchor
bool OverrideTargetOrientation { get; }

/// <summary>
/// If <see cref="OverrideTargetOrientation"/> is set, this will specify the camera's target
/// If <see cref="OverrideTargetOrientation"/> is set, this will specify the player's target
/// orientation on the Y-axis.
/// </summary>
float TargetOrientation { get; }
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2 changes: 1 addition & 1 deletion Runtime/Modules/BlinkTeleportLocomotionProvider.cs
Original file line number Diff line number Diff line change
Expand Up @@ -166,7 +166,7 @@ private void InitiailzeFadeSphere()
{
if (fadeSphere.IsNull())
{
// We use a simple sphere around the camera / head, which
// We use a simple sphere around the player / head, which
// we can fade in/out to simulate the camera fading to black.
fadeSphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
fadeSphere.name = $"{nameof(BlinkTeleportLocomotionProvider)}_Fade";
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