noisesmattered
New member
Hello!
I'm having a bit of difficulty with Camera Views, and was hoping I could get a bit of help. What I'd like to eventually do is keep all of the default Third Person Adventure view functionality, but modify it so that when the player moves it resets and springs back to the default position. However, even after reading through the documentation and sourcecode I am entirely unclear as to how to approach this.
For a start, in order to properly understand how Camera Views work, I would like to figure out how to lock the Camera View to always face in the direction the player object is facing. I originally believed this meant that I need to override the Move() and Rotate() methods and have them return the LookDirection(), but this simply locks the camera in the start position, rather than locking in relation to the character's movement, so perhaps I'm misunderstanding how I am to use these methods?
Past that, I will then be in need of some way to return the camera to the default position whenever the player moves. To do this, am I correct in assuming that I would use Reset()? Is there an existing method within the Camera View that is called whenever the attached character moves, or would I need to manually track transform position between frames and call it somewhere?
Thank you for your time.
I'm having a bit of difficulty with Camera Views, and was hoping I could get a bit of help. What I'd like to eventually do is keep all of the default Third Person Adventure view functionality, but modify it so that when the player moves it resets and springs back to the default position. However, even after reading through the documentation and sourcecode I am entirely unclear as to how to approach this.
For a start, in order to properly understand how Camera Views work, I would like to figure out how to lock the Camera View to always face in the direction the player object is facing. I originally believed this meant that I need to override the Move() and Rotate() methods and have them return the LookDirection(), but this simply locks the camera in the start position, rather than locking in relation to the character's movement, so perhaps I'm misunderstanding how I am to use these methods?
Past that, I will then be in need of some way to return the camera to the default position whenever the player moves. To do this, am I correct in assuming that I would use Reset()? Is there an existing method within the Camera View that is called whenever the attached character moves, or would I need to manually track transform position between frames and call it somewhere?
Thank you for your time.