This is something many of you have asked for over time, and it’s finally starting to take shape.
MSHF v0.2 will include this feature alongside several other improvements that are already listed on the public roadmap. Each update is focused on gradually making the framework more complete, more flexible, and more production-ready, based on real developer needs and ongoing feedback.
Thanks to everyone for your patience and feedback; it really helps shape the framework!
We’d love to hear what you think about this upcoming update, so feel free to share your thoughts and ideas. Your input is always welcome!
More details will be shared when v0.2 is ready.
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Closer Than Before Video Trailer
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Hi there is there a way to DM you? I have several questions about the framework's compatibility with my game and wanted to discuss about a couple of techical matters.
Thanks.
Hi there is there a way to DM you? I have several questions about the framework's compatibility with my game and wanted to discuss about a couple of techical matters.
Thanks.
Hi, welcome to the community, and thanks for reaching out!
For technical questions, the best approach is to post them in the official support topic so other users can also benefit from the answers. However, if your questions involve private project details, feel free to contact us via the support email listed on our Fab marketplace profile, and we’ll be happy to assist you there as well. We’re also planning to add a private messaging system to the forum in the future to make direct communication easier.

Hi everyone,
A few days ago, I shared the first details about MSHF v0.2, and now I’ve uploaded a more complete video on YouTube showing a comparison between first-person and third-person perspectives.
📹 Watch the full comparison here: [MSHF v0.2 showcase]
In this video, you can see the details more clearly, and it shows that whether you want to create first-person or third-person survival horror games, the framework now fully supports both.
Please note that this feature does not provide automatic cross-perspective switching. Due to noticeable changes in first-person mode, differences in part of the UI, item pickup system, inspection system, File system, and some items being unique to each perspective, the goal is not just a simple camera switch, but to give each perspective a distinct, immersive experience. Keep this in mind when using the framework.
We’ve listened to your feedback; this feature was one of the most requested from the start, and we’re committed to shaping the framework based on real developer needs. Your input continues to be invaluable!
More updates and improvements are coming, so stay tuned 😎
@farshad I dunno, why did you need to rework the inspection system when using an item in First Person View as well?
The new First Person inspection feels soulless, in Third Person View you saw the hands grabbing the item, now that's no longer included?
I would love to at least still be able to set up different interaction anims for item pickups, especially for first person. That is what makes first person interactions stand out.
A way for this to work would be to create montages for the left hand to blend in, so while you still hold your pistol in the right hand (as example), the left hand will blend a short pick up montage and then return back to its original position. This would keep realism and add a bit of soul back to the FP view.
Please consider this, because as is this FP mode needs a lot of improvement.
@farshad I dunno, why did you need to rework the inspection system when using an item in First Person View as well?
The new First Person inspection feels soulless, in Third Person View you saw the hands grabbing the item, now that's no longer included?
I would love to at least still be able to set up different interaction anims for item pickups, especially for first person. That is what makes first person interactions stand out.
A way for this to work would be to create montages for the left hand to blend in, so while you still hold your pistol in the right hand (as example), the left hand will blend a short pick up montage and then return back to its original position. This would keep realism and add a bit of soul back to the FP view.
Please consider this, because as is this FP mode needs a lot of improvement.
Hey, welcome to the forum 🖐️,
First of all, thank you for the detailed feedback. The goal with the FP inspection system was to slightly redesign it so it feels closer to how dedicated first-person horror games handle item inspection. We did not want to just do a simple camera switch. The main inspiration for this approach was Resident Evil 7. If you look closely there, you’ll notice that the inspection system doesn’t rely on visible hand animations either; the focus is placed more directly on the item itself.
That said, if you prefer a more animated approach similar to the Third Person mode, you can absolutely tweak the system and add a left-hand montage for pickups and disable the FP inspection system.
Your feedback is genuinely valuable, and I will definitely review this internally. It might even make sense to consider offering this as an optional feature in a future update 🌺
