On Android, touch-based navigation in the 3D editor has its right stick motion act in a strange way depending on zoom. The more zoomed out you are, the more it will move around as you change the view direction. This results in "jelly"-looking motion.
This may occur because right stick motion doesn't actually enter freelook mode, but pans around the camera instead while compensating for the orbit position change manually (panning is smoothed by default, but orbiting isn't). If I set Translation Inertia to 0 in the Editor Settings, the problem goes away entirely.
Steps to reproduce
Use the right stick in a 3D scene in the Android editor to look around.
Tested versions
System information
Godot v4.4.dev (fd6c4515f) - Android - Single-window, 1 monitor - OpenGL ES 3 (Compatibility) - Adreno (TM) 730 - (8 threads)
Issue description
On Android, touch-based navigation in the 3D editor has its right stick motion act in a strange way depending on zoom. The more zoomed out you are, the more it will move around as you change the view direction. This results in "jelly"-looking motion.
Default zoom level:
https://github.com/user-attachments/assets/addffea8-2ab6-4f61-9216-847ab9a96b6a
When more zoomed out and going back to the origin using freelook:
https://github.com/user-attachments/assets/a57e5b10-34bb-4843-b1ee-9000e1108fda
This may occur because right stick motion doesn't actually enter freelook mode, but pans around the camera instead while compensating for the orbit position change manually (panning is smoothed by default, but orbiting isn't). If I set Translation Inertia to 0 in the Editor Settings, the problem goes away entirely.
Steps to reproduce
Minimal reproduction project (MRP)
N/A