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You can't do that with physics very easily (if at all). A much simpler solution would be to use a second camera and calculate the viewport. The psuedocode would be something like: if(magnificationCameraGO.IsVisible) magnificationCamera.enable; magnificationCamera.pixelRect.x = ...


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The usual tricks with weapons are: Make your character's collider large enough that it contains your weapons, then simply ignore collisions between it and the weapon's raycasts. Make it appear not to go through by drawing it on top of other objects. This works for FPS type games: Put the weapon(s) on a new layer (for this example it will be named ...


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This is somewhat long and might not work well if they are rotating faster than the deadzone value, but then you can just increase the deadzone. I've commented the below code: //declare new array of the dataclass we made below static AngleData[] angleDatas = new AngleData[] { new AngleData(90f), new AngleData(180f) }; int angleIndex = 0; //the deadzone ...



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