Big Person View
Walk around and actually see yourself. Put the camera behind you, in front of you looking back, off you entirely to fly it, or locked in mid-air while you walk around in front of it.Changelog
1.4.0
The camera can now be locked in place while you keep playing. Park it where you like and you keep your character: you walk, turn and look exactly as normal while the view stays where you put it. It is the free camera with the flying switched off and everything it was holding handed back.
Lock it from the Freecam tab — "Lock it here" — or by holding the camera key (LeftAlt, or middle mouse) and pressing the freecam key. Either state goes straight to the other, so the usual run is: take the camera, fly it to a spot, lock it, then walk into your own shot.
By default a locked camera turns to keep you in frame. Its position never moves — only the aim follows — so it is a tripod that pans rather than a camera that chases you. Turn off "Turn to keep you in frame" for a shot that is nailed down completely.
This is not the same as flying with "Freeze your character" off, which is what people had been trying. That option only ever released your legs; the mouse still aimed the camera instead of turning you, and the flight keys are the game's own movement keys, so one press drove both. A locked camera holds nothing at all.
Still render-only, like every other view here — other players see nothing. Bringing your character to the camera works while it is locked too, and that one is still the exception: it really moves you.
New setting LockKeys, empty by default, for a single key or a pad button instead of the chord.
1.3.6
Being carried by another player, or riding the chairlift, used to walk the camera off you a little further every frame until you disconnected and came back. Fixed.
The offset that puts the camera behind you was being taken back off in world space, using a direction measured a frame earlier. That is only correct while the rig the camera hangs off holds still, and two things turn it: the hand of a player who has picked you up, and a chairlift seat. Every degree it turned left about 4 cm of error behind, sixty times a second, and because nothing else writes to that camera the error stayed and built on itself — which is why cycling the view never fixed it and only a reconnect did. First person was off centre too, by the same amount.
The offset is now recorded against the camera's parent and undone against that parent as it stands, so it is exact however the rig has moved in between. Where nothing moved it, which is all of ordinary play, the arithmetic is unchanged. The freecam's own restore had the same fault and got the same fix.
Reports now say when this is happening: a new "rig moved under it" line counts the frames something other than your own character was moving your camera's rig, and prints CARRIED OR RIDING SOMETHING when that is what was going on. The log names it in the same words. The "moved by others" line above it now means what it says — it used to count the rig moving as though it were another mod writing to your camera, and that is what hid this for three versions.
Shipped on the reasoning rather than a play session: the reporter could not test it, and the chairlift is the only solo repro. If a chairlift ride reports "rig moved under it: 0 frames", the diagnosis is wrong and I want to know.
1.3.5
Bringing your character to the freecam now actually brings it to the freecam. It was landing you a fixed distance away from the shot — the same distance the third-person camera sits behind your head, 2.5 metres by default — in whatever direction your head happened to be frozen facing when you took off. Fly round to look at yourself from the side and that turned into a clear sideways offset between you and the camera, which is how this was reported.
The reason pressing the key again never helped: after one press the camera was where you had asked to be, so the mod calculated that there was nothing left to move and did nothing. Nothing in the Distance, Height or Shoulder settings caused it and nothing there could fix it.
The teleport now moves your whole character rather than one part of it. It was moving the transform carrying your physics body, which on this game leaves the rest of you behind by a small amount every time you press it.
The teleport now refuses to act on a stale answer. It is the one thing in the mod that moves your real body, so if the camera work has not run for the last couple of frames it says so in the log and does nothing, instead of putting you somewhere nobody asked for.
The character speed the game reads after the jump is now taken from the right place, so a teleport is less likely to be mistaken for a fall.
1.3.4
The mod now asks the game which character is yours instead of working it out. Big Walk keeps that answer in a field of its own, and reading it directly removes every guess the old code made: it does not depend on the network being ready, it cannot throw, it is the same on a host and on a guest, and it follows you through a respawn on its own. The camera-based fallback behind the co-op bug in 1.3.1 is gone for good, along with the head count and the latch that were added to contain it.
Respawning no longer strands anything. The body, gear and helper-mesh passes each notice when the character underneath them has been replaced and start clean on the new one, instead of carrying the old character's saved flags across. That is what left you with no torso in third person after a fall.
Third person can no longer get stuck in first person for the rest of a session. If a prop or renderer the mod was holding is destroyed at the wrong moment, each restore pass now skips that one item and finishes the rest, rather than failing part way and leaving the same failure waiting for the next attempt.
Carrying another player no longer disturbs them. Their gear and body parts are no longer swept up as if they were yours while they are in your hands.
The freecam has its own recovery watchdog, so a flying camera is returned even if third person has already stood down.
The in-game report names which source identified your character, which is the first thing to check if the mod ever picks the wrong one.
Corrected in the documentation: the freecam's "Freeze player" option, which is on by default, stops your character updating while you fly, so other players see you standing still. That was previously described as having no effect anyone else could see.
1.3.3
Hardened multiplayer handling for a host whose game starts before other players join. The camera now locks to Mirror's explicit local-player identity when it becomes available, keeps the one-player startup choice after guests arrive, and never uses a camera-only guess again after a respawn.
If a character stops updating with either camera shift still applied, both third person and freecam now return the camera, body and gear to their normal state. Freecam and orbit input locks also track the exact local head and player they changed, so they cannot restore old state onto a replacement character after a respawn.
The in-game report now records Mirror-local match, ownership, server state and net ID for every character, alongside the selected character and update order.
1.3.2
Fixed third person switching itself off in multiplayer, leaving you in first person with your own beak in shot.
The mod runs on every character in the game, and it was only asking whether it had found a player rather than you. With a friend in the session it could put the camera work on their character instead of yours, and their update could take the camera back off your head in the same frame it went on. Whether that happened came down to the order Unity happened to update the two of you in, which is why it would work for a while and then stop: a character that respawns, or is switched off and on again, goes to the back of that order. Falling is one of the things that does it.
Your character is now identified once, from the game's own answer, and nothing else is ever touched.
Two smaller fixes came out of the same read:
If the mod cannot find a camera to move, it now puts your body back instead of leaving it drawn in front of a camera still inside its head — the exact "third person is off but I can see my nose" state. It says so in the log, once, and switches itself back on when the camera returns.
If your character stops updating while the camera is off your head, the camera is put back rather than left hanging in the air.
New: "Write a report" on the Setup tab of the settings panel. Press it while something is going wrong and it saves BepInEx/config/BigPersonView-report.txt — a short file saying what the mod is doing, which character it is driving, where you come in the update order, what you have changed from the defaults and what else is installed. Attach that to a bug report and the answer is usually in it. If the mod notices trouble on its own it writes one without being asked, once per session.
1.3.1
Fixed your head and beak being drawn several times over in third person.
Big Walk builds your character with two levels of detail, and the game switches between them as the camera moves. This mod was switching all of them on at once, so the head and the beak were each drawn two or three times, in slightly different shapes, overlapping. It shows up as banding or seams across the beak, and it is most obvious once you have recoloured yourself, because the seams between identical-coloured copies are hard to see.
Your own body is hidden in first person by a shadow setting rather than by switching the renderers off, so switching them on was never what made you visible — it only overrode the detail system. Third person now leaves that alone.
Also a small performance gain, since your character is no longer rendered at every detail level at the same time.
1.3.0
Adds a freecam, a HUD toggle and per-widget HUD styling. Nothing about the existing third-person views changed. (1.2.0 was never released; everything it added is in here.)
New keys for a fresh install: ; opens the panel, [ hides the HUD, ] cycles the view, \ takes the camera, Home brings you to the camera. If you already have a config file it is untouched, so your existing keys keep working — change ToggleKeys, PanelKeys, HudKeys and FreecamKeys by hand if you want the new scheme.
Freecam — press \ to take the camera off yourself entirely and fly it. WASD moves it, Space and LeftCtrl go up and down, hold LeftShift to fly fast or Z to creep, and the mouse aims it without turning your character. It starts wherever you were already looking from, so switching in never jumps the view. The panel has a button to level it.
The camera is moved for rendering only, exactly as the third-person views are: the game still runs interaction, audio and networked head state from your actual head, so the freecam cannot reach through a wall or upset anyone you are playing with.
Your character is frozen while you fly, so the movement keys do not walk you off while you line up a shot. Turn FreezePlayer off in the panel if you would rather keep moving.
Your whole body is drawn while flying, whatever view you were in — the freecam borrows a third-person view to get a character on screen. That borrowing is invisible: the panel keeps showing the view you picked, and that is the one you land back in.
HUD toggle — press [ to hide and show the HUD. It works in every view, not just the freecam. A pause menu opened while the HUD is hidden still appears, so you are never left pressing keys at a blank screen.
HUD pieces — the crosshair, the backpack indicator and the belt indicator each get a size, a colour, an opacity and a hide switch of their own, on the HUD tab. Shrink the crosshair, fade the pocket indicators back, tint any of them, or hide one without hiding the rest of the HUD. Colour only replaces the red, green and blue; the transparency stays the game's, so widgets still fade in and out as they should. Nothing is touched while a piece is at its shipped settings.
Bring your character to the camera — press Home while flying, or use the button on the Freecam tab, and you are moved to wherever you have flown to. Worth knowing what this is: every view in this mod is render-only and invisible to everyone else, but this one actually moves you. Other players see you arrive, and a host that disagrees may put you back. It only happens when you press it.
If a stray mesh shows up on your character in third person — there is a known one, a green ball in the left arm, which is a mesh in the game wearing the wrong material — HiddenParts in the config file takes a list of object names to leave undrawn. Set DumpCameras and the log names everything on you that is neither body nor carried kit, which is the short list it will be on.
Settings panel — ; opens one panel with tabs: View, Freecam, HUD and Setup. It is laid out against the real screen width, so turning the size up can no longer push it off the edge.
Removed as redundant: the freecam's level key (the Freecam tab has a button) and the HUD's DisableUICamera option (switching the canvases off works everywhere). Nothing you already had bound has changed.
Performance — the free camera used to work out where your cameras were on every single frame even when it was switched off, purely to hand the HUD code something it then ignored. It asks first now. And re-asserting your full body could, in the wrong scene, rebuild your character every frame with nothing in the log to say so; it now notices when that is happening, says so once a second, and stops making it worse.
Fixed a way the settings panel could shut itself when you clicked a tab. Unity requires an in-game panel to draw the same number of controls throughout a frame, and switching tab, or taking the camera, changed that mid-frame.
Fixed items vanishing when you pick them up in third person. Anything you picked up — including a backpack — was being switched off about a second later, and only going back to first person brought it back. HideHelperParts, the setting responsible, is now off by default: it never found the stray mesh it was written for, and the place it looks is where held items are kept.
1.1.0
Your backpack, your belt and everything pinned to them are now drawn. The game hides these from you in first person, since you would otherwise be wearing your own view, and they are props rather than body parts, so the body swap never reached them.
Fixed the belt. Two separate problems: the belt drawn for first person is a stand-in hung where a camera inside your head can see it, so from outside it was the wrong belt in the wrong place, and anything parented to the camera was being dragged along by the offset and ending up detached behind your character. A camera-mounted audio listener now stays at your head too, instead of following the camera out.
Added a free camera. Hold LeftAlt (or the middle mouse button) and you have it: the mouse swings the camera around you, the wheel moves it in and out, and the arrow keys nudge it. Let go and it stays where you left it; cycling the view puts it back to straight on. While you hold, the game stops reading the mouse, so swinging the camera does not also turn your character and ruin the shot you are framing — everything goes back to normal on release. Dead-on in the Front view is a poor angle for a face; about 30 degrees across gets you a three-quarter view that frames much better. On a handheld, map the right stick to the mouse in Steam's controller layout and it works on the pad.
Added a settings panel. Everything worth tuning is on a slider, so you can drag it and watch the result instead of editing a text file and restarting. Each slider has a reset beside it, marked when the value is not at its default, and each section has a reset of its own. Changes apply immediately and last the session; Save writes them to the config file so they stick, Reload throws them away. Keys and layer names stay in the file, because typing into an in-game panel drives the game at the same time.
Tidied the bindings. One held key is now the whole camera rather than one binding per axis, so ScrollModifier is gone — it did the wheel half of the same job. If you had changed it from LeftAlt, your key is carried over into CameraHoldKeys automatically the first time you run this version. Anything already in your config file is left exactly as you set it, and the arrow keys, PageUp/PageDown and End all still work on their own, so nothing you were using has been taken away.
The DumpCameras diagnostic now also names every place on your body a prop can be pinned, and what is in it.
Thanks to the mod page comment that asked for the free camera and the slider resets.
1.0.0
First release. Three views on one key — first person, behind, front — with wall collision, your whole body drawn, and a pad chord.
