How do I make the camera rotate with the object? #442
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ArtyIF
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By the way, I did the thing with writing a custom script for the follow point, and realized that the follow damping is also calculated in the global axis. |
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When you say “rotate with the object”, do you mean making the |
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I've used Cinemachine for my racing game's cameras back when I used Unity, and there the default follow mode rotated with the object it was following. So, if you set the offset to (0, 1, -3), it would always be 3 meters behind (the Z axis is inverted in Unity compared to Godot) the object along its Z axis and 1 meter above the object along its Y axis.
However, when I tried to do the same in Godot's Phantom Camera, it didn't. Here's an example:
2024-12-25.14-37-20.mp4
Is there any way to make sure the camera follows the object with an offset in its local axis and not global? Only way I can think of is creating a node with a script that does all the following for you, but that defeats a lot of the addon's point for my use case (i.e. to move away from my messy scripting I currently have for my camera and use a user-friendly interface to configure said camera). Maybe the addon's just broken on Godot 4.4-dev7 (yes, I use a dev version for my project, it's just got more stuff for me that I need)?
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