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Player-Tracking cameras all move in their collider bounds

What's up,

Had a question about how to best handle locking a camera's position until it's active. You can see an example of what I'm doing in the video below. Triggers switch cameras, and each camera is constrained to a collider box. But right now since I spawn the player at a higher Y position in the world, by the time I've stepped into the trigger for the other cam, it's tracked it's way into the corner of the collider, crammed in and offering no movement. Essentially now only a static cam with rotational tracking.

Should I set up logic for every trigger to activate cams accordingly? What would you suggest for the best workflow here?

Comments

  • Unconstrained, a Camera will have a unique position for each equivalent position of their Target, based on their settings.

    That is to say: it doesn't matter what position the Target is when switching to a Camera: the Camera will always be in the same place for a given Target position.

    Limiting the Camera to the confines of a Collider will only constrain that position on top of the calculated one - it won't offset anything.

    If you've set the Collider into the intended place, I would recommend now removing its influence over the Camera, adjust the Camera's motion values, and then re-apply the Collider once you're happy with its unconstrained movement.

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