Request to access gamecamera, raycasts etc.

  • To be able to give some more immersion to the game, I'd like to create some plugins that would enable "head bobbing" while walking or running. This would require access to the game camera.

    Another idea that I have in mind is drawing outlines around mouse hovered objects that you can pickup. As some objects, like branches, tend to blend into the environment so much that you can't see them, this would be a great addition. Especially for visually impaired players. This would probably require access to raycasts or at least a hover object event and get the object, then draw upon it.


    Normally I'd be able to do these things quite easily with Unity based games using BepInEx, but as the game seems to use IL2CPP, that's not really feasible. It's probably too much to ask that you release the game in Mono instead, but that would definitely open up many doors to modding for those that are used to modding Unity games.

  • To be able to give some more immersion to the game, I'd like to create some plugins that would enable "head bobbing" while walking or running.

    Don't you think that players should decide for themselves whether they see head bobbing or not (as they can do in the settings). ;)


    Another idea that I have in mind is drawing outlines around mouse hovered objects that you can pickup.

    :thumbup:

  • Don't you think that players should decide for themselves whether they see head bobbing or not (as they can do in the settings). ;)

    I honestly haven't found the setting to enable this or not. If it's there and I've simply missed it, my apologies. That being said, I never said a plugin should enforce anything. Whenever I write plugins / mods, I always include configuration files that allow users to enable / disable anything they want themselves. It's also easy to implement a UI where things can enabled / disabled or adjusted exactly the way a user wants. As a final note: Plugins are by definition optional. You're not forcing anything onto anyone with plugins that you develop. It's the user's choice to install it or not :)

  • It's in the settings under "Verschiedenes/Miscellaneous" and "Barrierefreiheit/Accessibility."

    I just wanted to point out that the head-bobbing in particular causes problems for many players, and I'm not telling you which plugins you should or shouldn't program.

    Quite the opposite; I admire anyone who can write plugins... and the more available for the game, the better.:wow: :thumbup:


    But if you can configure something in the game itself, turning it on and off in a plugin would be unnecessary, right?:thinking:


  • Hmm, the only thing I can see underneath it is "disable camera shake". Enabling or disabling this unfortunately doesn't seem to make any difference at all. Hence I thought this just wasn't in the game. You're right that it makes no sense to implement something that the game already has of course.

  • Enabling or disabling this unfortunately doesn't seem to make any difference at all. Hence I thought this just wasn't in the game.

    I thought it would make more of a difference, but after changing the settings I have to say, I can't tell the difference either; neither when walking nor running, nor with or without an item in hand ..... so I don't understand this setting either. But I'm sure red51 will be able to contribute something. ^^

  • i believe camera shake is for things like thunder and explosions. you should be able to use BepInEx to some extent. there is no hoverobjectevent exposed to the API tho Raycast's are.

    Thank you! This was really useful information that allows me to get the in game objects / items. Unfortunately it seems Post Processing on WorldItems isn't available. Only on de main camera. So drawing a highlight around a drop when hovered using shaders or anything like that isn't (currently) possible. The only possible solution would be to extract the 3D models from the game. Then create new models with highlighted features. Finally get the hovered world item's location + rotation. Destroy the WorldItem en instantiate your own prefab in the same location / rotation. But you'd also have to reverse it on hover leave and make sure that picking up the custom prefab still gives the correct items etc. Seems a lot of work for something that shouldn't require it.

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