Camera Based Movement using Phantom Cameras #591
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In more orthodox camera systems, I know when defining your input direction/vectors, people have used camera.transform.basis, I was wondering if there was something like that compatible with the phantom camera, that also updates when switching between cameras? I haven't had a lot of success with it on my own using @onready for both specific or general phantom cameras in my scene. I have state machine level movement and controls, so my CharacterBody 3D script doesn't have any controls coded there. (movement is just so the 3d model can face the direction of the movement). I can post a full breakdown if needed, but just wanted to see if it's been done before and how? |
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Replies: 1 comment 7 replies
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There is a full fledged documentation provided by the devs of phantom camera. What I'm guessing is that you want to switch the camera and the second camera should update with player too. There sure must be a solution to your problem in the docs. It will be helpful if you can provide a video demonstration of your scene. |
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i did some extra troubleshooting, i made a brand new scene with no phantom cameras, just a camera3d node, a static body 3d floor and my player scene
I put the camera at global transform position at y + 5.0 and made it aim straight down at 90 degrees and the same issue, I have confirmed that this is not a phantom camera issue, this could be an issue with how camera.transform.basis is processed.
I'll look elsewhere for solutions, thank you for your time.