diff --git a/game/Assets/PlayerController.cs b/game/Assets/PlayerController.cs index 880b34a..28c1389 100644 --- a/game/Assets/PlayerController.cs +++ b/game/Assets/PlayerController.cs @@ -20,9 +20,9 @@ public class PlayerController : MonoBehaviour [Header("Steering Feel")] [Tooltip("Damps velocity perpendicular to input — higher = sharper turns")] - public float turnDamping = 7f; + public float turnDamping = 1.5f; [Tooltip("Horizontal friction when no input is held")] - public float idleDrag = 3f; + public float idleDrag = 0.2f; [Header("Bump Collision")] public float bumpForce = 4f; // Impulse force when bumping a remote player @@ -169,8 +169,7 @@ public class PlayerController : MonoBehaviour var cam = Camera.main; if (cam != null) { - // Billboard locked to Y axis — only rotate around vertical - Vector3 lookDir = _nameLabelObj.transform.position - cam.transform.position; + Vector3 lookDir = cam.transform.position - _nameLabelObj.transform.position; lookDir.y = 0f; if (lookDir.sqrMagnitude > 0.001f) _nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir); diff --git a/game/Assets/Scripts/Network/RemotePlayerController.cs b/game/Assets/Scripts/Network/RemotePlayerController.cs index 56404b9..3354ec9 100644 --- a/game/Assets/Scripts/Network/RemotePlayerController.cs +++ b/game/Assets/Scripts/Network/RemotePlayerController.cs @@ -241,17 +241,14 @@ public class RemotePlayerController : MonoBehaviour transform.rotation = _currentRotation; } - // Keep name label floating ABOVE the ball (world position, not local) - // Billboard: always face camera, locked to vertical axis if (_nameLabelObj != null) { _nameLabelObj.transform.position = transform.position + Vector3.up * 1.5f; var cam = Camera.main; if (cam != null) { - // Billboard locked to Y axis — only rotate around vertical - Vector3 lookDir = _nameLabelObj.transform.position - cam.transform.position; - lookDir.y = 0f; // Lock to horizontal plane + Vector3 lookDir = cam.transform.position - _nameLabelObj.transform.position; + lookDir.y = 0f; if (lookDir.sqrMagnitude > 0.001f) _nameLabelObj.transform.rotation = Quaternion.LookRotation(lookDir); }