this post was submitted on 03 Sep 2023
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I was seeing a video on common tricks FPS games use, and one of them was having the weapon render on a higher and/or separate layer to avoid having it clip with other objects in the world. How would something like this be done in Godot?

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[–] [email protected] 2 points 1 year ago

There is a node that keeps cameras synchronized, I can't recall the name right now, but it's something like "RemotePosition3D".

As for the lights, it's a matter of configuring the layers correctly and disabling "own world" on the viewport.