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Pro_Rookie_Gamer
Is it preferable to just use ClippedCamera alone, for 3rd person perspectives or should we combine it with the SpringArm? Is there a performance cost for both nodes checking for collision? And in that case would it be better to use the base Camera with the SpringArm?(EDIT) Alright. The reason I asked is because I’ve seen tutorials that create a springarm with a child clpcamera for 3rd person cameras, but when I use only clippedcam, it passes through walls when in over-shoulder view. It might just be how I’m implementing it or does using both nodes actually better?
I’ve never used the spring arm, only the clipped camera. I would assume that the spring arm would give greater control over camera movement as you are taking a more direct approach
What do you mean by “more direct approach”? Can you give an example?
Pro_Rookie_Gamer | 2022-01-09 08:44
I think I am running into the same issue. It is probably something that I am doing since I am brand new to Godot but I am not seeing anything in the many tutorials that helps so if you figure it out please pass on the knowledge.
I am doing third person over the shoulder where I have just keyboard inputs that rotate the camera around the player. Most examples have it where the camera is much more fluid and usually mouse controlled which is just a different feel for what I am going for.
Godot Version 3.4.2
wetnoodles | 2022-01-26 00:11
using a camera with a springarm would give a very similar effect but it would give you more control
I think it may serve as a useful reference for this situation
figroot | 2022-02-03 16:28
Thanks so much for the help!
I think my problem was that I was using my parent spatial nodes incorrectly and that was pushing my camera into close collision zones with or without the spring arm.
In case this can help anyone here is what worked for me: