In some cases you want a character to look in a specific direction from the walk to point of a prop or hotspot, instead of guessing it by the position of the prop on the scene.
If the prop is large, and the perspective is deep (for example a hotspot representing the far end of a chasm on the side of the screen), and if the game supports eight directions, having full control of the direction the character must turn to, is desirable.
Solution description
Clickables should have a "Look At Point" property, with the same feature as the "Walk To Point". All the methods that are currently directing the character's gaze towards a clickable (like when it reaches the walk-to point, or it turns to it), should take the look-at point into account.
The point should have a gizmo to position it on the screen (see #232), and maybe specific methods to make the character turn to it.
Exclusions
Unless it's very easy to achieve, we should leave aside the ability for characters to follow a moving clickable (walking character or moving prop) with their gaze. We can split this into another issue.
Benefit description
In some cases you want a character to look in a specific direction from the walk to point of a prop or hotspot, instead of guessing it by the position of the prop on the scene.
If the prop is large, and the perspective is deep (for example a hotspot representing the far end of a chasm on the side of the screen), and if the game supports eight directions, having full control of the direction the character must turn to, is desirable.
Solution description
Clickables should have a "Look At Point" property, with the same feature as the "Walk To Point". All the methods that are currently directing the character's gaze towards a clickable (like when it reaches the walk-to point, or it turns to it), should take the look-at point into account.
The point should have a gizmo to position it on the screen (see #232), and maybe specific methods to make the character turn to it.
Exclusions
Unless it's very easy to achieve, we should leave aside the ability for characters to follow a moving clickable (walking character or moving prop) with their gaze. We can split this into another issue.