You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Since the follow_offset uses global space, if one rotate their camera setup so that do not start in the z direction , the camera is offset to global z direction, resulting the camera always starting in the global +z when the expected behavior would be that it would be the player's local +z.
Maybe I am missing something here, but in the current build I cannot find a way to find have the camera starting in a different direction.
I tried to fix this by changing the _get_target_position_offset() to have the follow offset multiplied by the follow_target.global_transform basis before being added to the follow_target.global_position but I dont know if this properly addresses the issue. With this fix, I also had to change how the cameras tween'd because for some reason that also got messed up
Steps to reproduce
Create a node3d
Make main camera (& phantomcamera host) child of node3d
Make phantomcamera3d node as child of node3d
Set it to follow the player node and third person
Rotate node3d
(Optional) Minimal reproduction project
You can see this on res://addons/phantom_camera/examples/example_scenes/3D/3d_follow_third_person_attribtues_example_scene.tscn
1.reparent the main camera and the playermesh to a new node
2. rotate that new node.
3. The camera starts offset from the mesh in the global +z as opposed to local z+
The text was updated successfully, but these errors were encountered:
soomr
changed the title
Third Person Camera Setup does not allow the player to start the scene rotated
Third Person Camera Setup is offset from follow target in global +z direction, regardless of initial rotation
Feb 15, 2025
Issue description
Since the follow_offset uses global space, if one rotate their camera setup so that do not start in the z direction , the camera is offset to global z direction, resulting the camera always starting in the global +z when the expected behavior would be that it would be the player's local +z.
Maybe I am missing something here, but in the current build I cannot find a way to find have the camera starting in a different direction.
I tried to fix this by changing the _get_target_position_offset() to have the follow offset multiplied by the follow_target.global_transform basis before being added to the follow_target.global_position but I dont know if this properly addresses the issue. With this fix, I also had to change how the cameras tween'd because for some reason that also got messed up

Steps to reproduce
(Optional) Minimal reproduction project
You can see this on res://addons/phantom_camera/examples/example_scenes/3D/3d_follow_third_person_attribtues_example_scene.tscn
1.reparent the main camera and the playermesh to a new node
2. rotate that new node.
3. The camera starts offset from the mesh in the global +z as opposed to local z+
The text was updated successfully, but these errors were encountered: