Creating a custom PlayerPawn

Now that we have two different files to help with managing the information and variables that will be present in our level, it's time to build our PlayerPawn, or the physical representation of our player. PlayerPawn takes in information from the headset and hand controllers and translates that into movement and action within the game. Depending on how we choose to represent our player, there are several different directions we can go in:

  • First-person format: The player has no avatar. The hands and head float in the air.
  • First person with arms: Using inverse kinematics, we're able to give the player arms that move with the location of the hand controllers. However, the head still floats.
  • First person with full ...

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