Open JamesC01 opened 3 years ago
Thanks for the suggestion - I'll update the recipe. Not so easy to update the video though...
I suppose you could maybe reupload the video, with a small video added explaining the change, why and how it works etc., just before the bug is written. Not the cleanest solution, but easier than re-recording the entire thing.
From: Chris Bradfield Sent: 18 March 2021 01:37 To: kidscancode/godot_recipes Cc: James; Author Subject: Re: [kidscancode/godot_recipes] Bug in the FPS Tutorial (#86)
Thanks for the suggestion - I'll update the recipe. Not so easy to update the video though... — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub, or unsubscribe.
Also, weird thing, using the transform of the player seems to get the exact same results as global_transform, and when I checked, they are both the same value. edit: actually, I think basis.x gets the body's right direction in world space, so it may make more sense to use transform.basis.x instead of global_transform.basis.x. I'm not really sure of the difference in this case. Maybe you know. edit: actually no, global_transform is better. transform seems to change if you change the rotation of the player's parent node, which is not right.
A pinned comment on the video correcting the code would be good for the meantime. And a correction in the description.
Hi, there's a bug in the FPS tutorial. To move, it uses the camera's global_transform.basis, so if you look upwards, the player won't move as fast, and if you look straight up, you won't be able to move. It should use the kinematic body's (FPSCharacter) global_transform.basis, which gives typical FPS movement, and ignores the rotation of the camera. The video should also be updated.
Also a small recommendation: I'm new to godot, so this may be a bad suggestion, but when doing:
rotation_helper.rotation.x = clamp(rotation_helper.rotation.x, -1.2, 1.2)
I personally find it more understandable to use degrees:rotation_helper.rotation_degrees.x = clamp(rotation_helper.rotation_degrees.x, -90, 90)
Maybe other's would agree too. It's just a bit easier to visualize.