You can avoid the blocking volumes

I haven’t been following the video precisley the same - so some of my code will look different. (eg i was naughty and didnt check for a null pointer when usign the controller)

But I did think to check if we found a hit result - if not - the turret will not rotate - so I didnt need to use the blocking volumes. The behavior you get with the blocking volumes might be more ‘natural’ however, as with my method - the turret wont rotate when the mouse cursor is out in space.

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haha on a side note - make sure you check your pointers - i got crashes as soon as i threw another tank in teh scene.

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Good Idea! Imma do that too

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