JeanKouss / godot-third-person-camera

A Third Person Camera for Godot Engine
MIT License
165 stars 9 forks source link

Camera ignores parent rotation #42

Open Erhannis opened 1 week ago

Erhannis commented 1 week ago

I added a ThirdPersonCamera.tscn as a child to my player object, hoping for drop-in standard "camera follows behind the player plus-or-minus explicit camera instructions", but instead it ignores player (y-axis) rotation. Messing with the demo scene, I note that y-rotating the ball causes the camera to orbit a point offset from the ball, but not actually rotate. I note the README lists a few things:

Dynamic Follow
Fixed Perspective
Shoulder View
Over-The-Shoulder View

but it's not clear how to DO those things. For instance, how would I get an Over-The-Shoulder View? If the camera doesn't rotate to match the direction of the character, instead I expect I'd get a Near-The-Shoulder-But-Looking-In-An-Arbitrary-Direction View.

JeanKouss commented 1 week ago

The fact that TPC camera rotation is detached from its parent's was made on purpose. In that way, parents like balls (in the demo) won't affect the camera while rolling. The idea to achieve an Over-The-Shoulder View, was to make the character front direction match the camera front direction. But giving it a second thought, this might not be a good design. I'm now refactoring the follow behavior so that we could have mouse follow and character follow.

Thank for reporting the issue.

JeanKouss commented 1 week ago

I note that y-rotating the ball causes the camera to orbit a point offset from the ball, but not actually rotate

Also, this is a bug.

Just fixed here #43