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Implementing a camera confinement option for the PhantomCamera2D #430
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How would this be different from Limit Target, which can be pointed to a collision shape or tilemap and stay bounded to the object according to the Phantom Camera website ? |
This has been brought up before, and the advice I generally give at the minute is to have multiple Adding a free form collider limit like this is exponentially more complicated than the current system, both in terms of implementation, but also getting the expected behavior right. The addon's current Not against adding support for this but, again, it's a fair amount of work. If you would like to take a stab at it, feel free!
For this, I would rather have it be part of the existing |
Currently i've worked on my side to implement this system and it's not finished yet
Ok so i will consider using this field instead of what i thought i agree with you Can you give me your green light to start working on that ? |
You're welcome to give it a go! However, I think it's important to mention a couple of things when it comes to working on PRs, big or small. There's never a guarantee that it will be merged into the repository. Ultimately, it comes down to the maintainer (me) to promote the feature, maintain the addition, fix any future bugs it may have etc. Once a contributor has made a PR and submitted it, there's no assurance that they will help resolve any future changes their work requires. So while the idea here is good, if it's implemented in a very complex, unmaintainable or non-flexible way, it comes down to me maintaining it, which can be no small job. The reason I'm mentioning this is that I don't like rejecting other people's work. Yet, when the choice comes down to choosing between maintaining an addition to a project that I don't align with and in turn struggle with working on, or rejecting someone's hard work, it will always the latter. As much as I dislike throwing people's time and effort away. One or two of the closed PRs are examples of that, and it's one of the most common reasons why PRs don't get merged. So if you want to give it a go still, I would highly recommend not working on it in secret for 2 months and then comes back with a finished solution. But instead make a Draft PR with a written down plan on how you're thinking of implementing it, potentially with a basic but functional version, before sharing anything. |
Thank you for your time putting clarification here ! Ok so i'll proceed the way you recommended by starting with a draft PR to put documentation and plan on how i see implementing this, i'll see doing this in the next 2 weeks Thank you for your answer ! |
Project Type
2D
Feature Description
Limit the camera’s position to a volume or area defined by a CollisionPolygon2D
Should work like the Camera Confiner of Cinemachine in Unity : https://www.youtube.com/watch?v=CvJaHAvp6dA
Use Cases
As part of the design of a level, I'd like to confine the camera to several complex polygonal zones to easily limit its movement in various level design situations.
(Optional) Proposed Solution
I would like to add a field bellow the Limit target property of the Limit seciont of the PhantomCamera2D called "Limit confiner area" Which accept only a CollisionPolygon2D that will define that the camera have to stay in this area
As the plugin is written in GDSCRIPT i am abble to implement this myself into the code
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