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Description
Issue description
When using a Phantom Camera 3D with Follow Mode Third Person, Look at Mode Simple, and Follow Damping enabled as well as Look At Damping enabled, then the camera tilts, faces the wrong direction and generally has a wrong direction/rotation.
However, when you move your mouse, thus changing the third_person_rotation_degrees and the damping for that is actively doing something everything works fine, it's only once you stop moving your mouse (i.e. stop changing rotation of camera) then the camera is somehow offset/tilted/wrong. Sometimes the camera then does not even show the target. Sometimes there also appears to be some sort of flickering going on/fighting between camera angles.
I am also not a PhantomCamera super pro yet, so it could also very well be that these settings are not intended to be used together? However, if that is the case then I would suggest displaying some warning or not allowing this sort of combination.
Here a demo video (I move the mouse every few seconds, then am not touching it for a few moments before moving it again):
https://github.com/user-attachments/assets/49f375f6-0d5f-49f4-85a9-dfbbc1d7e205
And here is a plain example screenshot how it looks when moving the mouse/rotation:
And here are some screenshots how it looks like when not moving the mouse:
Steps to reproduce
- Have some sort of 3rd Person scene, I used the 3d_follow_third_person_attributes_example demo.
- Change the Look at Mode to Simple
- Change Look at Target to PlayerCharacterBody3D
- Enable Follow Damping
- Enable Look at Damping
- Start the project, move the mouse, then stop moving it -> tilted screen
(Optional) Minimal reproduction project
Here is a minimal reproduction project: phantomcameratilt.zip
It's just the demo scene changed in the ways described above. Thanks for your help! The add-on is really awesome!
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