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Question by LumpySpoon · Oct 12, 2015 at 01:53 PM · camerameshobjectsshadowlayers

Dual camera shadow problem

I'm currently making a fps, i had a problem that my weapon was cliping through walls, so i made another camera and i set it to render only the weapon on a different layer. It works, the weapon doesn't clip through walls, but now i have a problem that shadows don't interact with the weapon, because the objects are on different layers. Could someone help me fix this?

To get a better understanding of what i mean, see this. This persons solution is to duplicate every shadow casting object to the layer witch the gun is, and set the mesh filter to shadow cast only. I don't use his solution, because i find it too messy.

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avatar image itsharshdeep · Nov 16, 2016 at 12:14 PM 0
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any update ???

I also get stuck in this issue :(

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Answer by NateJC · Jul 29, 2016 at 04:45 PM

I figured out a workable solution for my case:

1) Make a parent game object that has the collider & rigid body

2) Now add two nested children to it, each with the same Mesh + Mesh Renderer components

3) Name one of them "View" and the other "Shadow Only"

4) For the View object, use these settings:

alt text

5) For the Shadow Only object, use these settings:

Shadow Only Settings

6) Now apply all physics & animations to the parent object, and everything else should work naturally!


view-settings.png (42.6 kB)
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Answer by Reasqn · Oct 23, 2016 at 06:32 PM

yes that is nice, but what if we have 30 weapons with differents hands, each weapon has his own scope etc... I have more than 100 objects...

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