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Asked By | Pat07 |
Hi,
I am looking to implement a clipped camera. Right now, the rotation of it is done by rotating a parent node (spatial node). By putting this node inside my player character(kinematic body), it seems to detect the character and the camera end up in a “fps like” way. Even by moving the node outside of my character, the camera is still acting in a “fps like” way. This problem do not occur with a simple camera node.
What are the changes I need to make to utilize the clipped camera without this problem?
ClippedCamera seems to not be working right or needs a special setup, there is an opened issue about it.
https://github.com/godotengine/godot/issues/27744
eons | 2019-04-07 23:42
A fix was merged recently, if you can, try it again on a daily build or wait for the next 3.1 release which may include the fix.
eons | 2019-05-10 11:53