Third Person Camera Spring Arm moves away from player too quickly. #582
Replies: 2 comments 11 replies
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This is how Godot's It functions by effectively making a raycast from the origin to the end of the spring arm line. If a collision object ever gets in between those two points, then the node (camera) attached to the
There was a feature request for this a few months ago (#522), so there is a plan to rewrite an internal version of |
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Yeah I think I understand. There's a damping setting too that accepts vector3 but that too won't work as expected. It's and underline godot problem probably. Also, I wanted to ask that phantom camera, asks you to enable physics interpolation. So does it work better with godot default physics or jolt physics? I need jolt for my project. |
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Hi. I made this level using a combination of Phantom Camera 3D Third Person Mode and Simple LookAt modes. This type of gameplay and camera system is directly inspired from Classic Silent Hill series. But here, the third person camera is snapping it's position too quickly when it collides with a corner wall. You can see it in the video below:
Phantom_TPSCamera_Spring_Arm_Snapping.mp4
I've played 100s of video games and I'm fully sure that almost none of them had this snapping camera in TPS mode except dark souls 1😅. I request you kindly help me out into smoothing the spring arm camera movement so that it doesn't show this snapping thingy.
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