Weird initial snap when transitioning between PhantomCameras #436
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Hi, so basically I have this setup on my game. Player has a main camera and a secondary camera attached (both PhantomCameras). Main camera acts as the name intends to, rotating according to mouse events. Now for the secondary camera, when we get close to an object that has a camera attached (not PhantomCamera), we grab the transform of that and paste into our secondary camera. When the player interacts with the computer for example, I just set the priority of the secondary camera to a high number, when there is a second interaction, I set the priority back to 0. Everything works great except when the transition triggers I get this weird inital snap / tilt to the angle of the object im facing. Any idea why this is happening ? transition.cameras.1.mp4 |
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Replies: 1 comment 3 replies
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My guess would be that you're changing the transform of the The transform change you mention seems to suggest that the tween's starting position, i.e the The end of the tween also seems to snap, which feels like a similar situation? |
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I was building the scene for you, and actually figured out what was going on.
For some reason I left the PhantomCameraHost and the main Camera3D that the host uses in the player scene... and this camera3d was not top level.
Turning that top level switch on the Root Camera fixed it and now the transition is super smooth.
Thanks alot, also because if I wasn't going to build the scene for you maybe I wouldn't figure it out.
Amazing plugin, can't wait for the multi hosts version to come !