Closed swapmasterx closed 6 months ago
There shouldn't be anything preventing you from using it as a drop-in addition to your existing setup.
If I'm reading it right, you should be able to place a PCam3D
node where your Camera3D
currently is, then move the Camera3D
node to be a child of the scene's root node.
For example:
Node3D
)
Camera3D
)Node3D
?)PhantomCamera3D
)The Camera3D
would then just mimic the position and rotation of the PCam3D
node.
If are able to share a small sample project with your set-up then I'm also happy to have a look.
You are correct. Didn't realize it worked like that my bad.
Project Type
3D
Feature Description
I'm trying to add this to my project but I'm having issues integrating it onto my character controller. Currently the mouse rotational control is dictated by a 3d "head" node that the current normal camera is a child off. Moving the camera to root and even changing the character script to reference the camera directly instead of the head leads to the issue of mouse control no longer working. As such I can't meet the min requirement of having the camera being directly childed to the root of the project.
Use Cases
Enabling use of Phantom Camera without breaking existing system. I'm new to coding and still learning how to think in code so I'm just looking for some help to adjust my current system.
Importance
Low - there are workarounds where the proposed feature would just simplify things
Usage
Only me - this is highly specific to just my project
(Optional) Proposed Solution
No response