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I was thinking that it would be helpful to have the camera automatically traverse to the edge of a parent SpringArm3D, if one exists.
In my game, my player's camera is interpolated to new positions when there is need for a fixed camera, and these camera rigs mimic the tree of my player camera. Unfortunately, because the camera ultimately is a child of a SpringArm3D, checking these requires me to write a script to move its local z to be -spring_length in the editor and revert on run.
Of course I don't expect it to actually test collision with the SpringArm unless it is computationally non-trivial.
I hope it is worthwhile to accommodate this use case.
The text was updated successfully, but these errors were encountered:
Hello. I love your plugin, its been very useful.
I was thinking that it would be helpful to have the camera automatically traverse to the edge of a parent SpringArm3D, if one exists.
In my game, my player's camera is interpolated to new positions when there is need for a fixed camera, and these camera rigs mimic the tree of my player camera. Unfortunately, because the camera ultimately is a child of a SpringArm3D, checking these requires me to write a script to move its local z to be -spring_length in the editor and revert on run.
Of course I don't expect it to actually test collision with the SpringArm unless it is computationally non-trivial.
I hope it is worthwhile to accommodate this use case.
The text was updated successfully, but these errors were encountered: