0 votes

I'm trying to test whether my 3d character is moving, but this is impossible when the camera has to be parented to the kinematic body in order to view the kinematic body's mesh, and doesn't pick up any objects that aren't parented to the kinematic body. What's going on?

Here's my scene tree:

SpatialNode
....KinematicBody (player)
........CSGbox (player's representation)
........CollisionShape (player's collision)
........Camera
....CollisionShape (ground)

in Engine by (365 points)
edited by

Could you please show us how your scene tree is set up?

Ok, I added the scene tree to the question. the periods are there to represent the parenting.

With the camera active (i.e. the Camera is set as "Current" in the Inspector), it should display the mesh. In fact, I have a set up similar to that for one of my projects.

alright i tried that, and I even tried it with a new camera, but It still doesn't work. All I've done is added a camera and set it to current. Is there something else I'm supposed to do?

Oh, it was the field of view (FOV) setting. I guess the current check box worked, but I set the field of view to to far. thanks. :)

Scratch that. It works in the camera preview mode, but not when the game is running. ???

Please log in or register to answer this question.

Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.

Categories