Open Erhannis opened 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.
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
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:
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.