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I'm currently building a third person game where the player looks at where the mouse collides with the environment. But, when the mouse goes beyond the horizon, the tracking stops and the character holds awkwardly still as you move your mouse.
I've considered making a massive sphere or plane that the raycast always collides with, but meshes don't collide with the raycast when not given a material (for good reason). I could make a simple transparent material, but that seems like an awkward solution for a relatively simple issue.
I've also considered making a custom object that overrides the raycast() function on Object3D, but this seems like overkill.
Has anyone encountered this same issue, and if so, how did you fix it?
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I'm currently building a third person game where the player looks at where the mouse collides with the environment. But, when the mouse goes beyond the horizon, the tracking stops and the character holds awkwardly still as you move your mouse.
I've considered making a massive sphere or plane that the raycast always collides with, but meshes don't collide with the raycast when not given a material (for good reason). I could make a simple transparent material, but that seems like an awkward solution for a relatively simple issue.
I've also considered making a custom object that overrides the
raycast()
function onObject3D
, but this seems like overkill.Has anyone encountered this same issue, and if so, how did you fix it?
Thanks!
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