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Description
Issue description
Since the follow_offset uses global space, if one rotate their camera setup so that do not start in the z direction , the camera is offset to global z direction, resulting the camera always starting in the global +z when the expected behavior would be that it would be the player's local +z.
Maybe I am missing something here, but in the current build I cannot find a way to find have the camera starting in a different direction.
I tried to fix this by changing the _get_target_position_offset() to have the follow offset multiplied by the follow_target.global_transform basis before being added to the follow_target.global_position but I dont know if this properly addresses the issue. With this fix, I also had to change how the cameras tween'd because for some reason that also got messed up
Steps to reproduce
- Create a node3d
- Make main camera (& phantomcamera host) child of node3d
- Make phantomcamera3d node as child of node3d
- Set it to follow the player node and third person
- Rotate node3d
(Optional) Minimal reproduction project
You can see this on res://addons/phantom_camera/examples/example_scenes/3D/3d_follow_third_person_attribtues_example_scene.tscn
1.reparent the main camera and the playermesh to a new node
2. rotate that new node.
3. The camera starts offset from the mesh in the global +z as opposed to local z+
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