Follow Target & Limit Node Target at runtime #195
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Replies: 5 comments 10 replies
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It's tricky to determine without seeing the scene setup exactly, but the only thing I would imagine is that the limits are much tighter than intended. The fact that it follows briefly in the vertical (y) axis in the video example suggests that it can have a bit of space above and below its initial starting point. Pointing to the camera limits work, but in an undesirably restricted area. For testing purposes, if you assign the You can also try to read the pixel positions of the left, top, right, and bottom of your room scene, or its bounds, from the rulers and apply those values directly. Either by updating the
I would assume so, yes, it applies the same logic as the built-in
Nothing in your inspector or code setup looks out of the ordinary. Only hunch is that something is interfering with the positioning of either the |
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Hey there, I just thought I'd close this out with a video I uploaded talking through the issues I've been facing. https://www.youtube.com/watch?v=ZRnT9AoDLOY I'd love to continue using this plugin, if not just for the camera control, but also the smoothing which Godot doesn't seem to do a good job with using their default cameras (which is very disruptive to pixel art). But I'm completely at a loss as to why I keep having these issues, unless I am entirely incorrect in my implementation of this system. :( Anyway, thank you again for all of your patience and help up until now. I'll keep trying for a while longer to see if there's anything I overlooked. |
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Double-posting because I found some strange (possibly unrelated?) behavior throughout my time with this plugin. I noticed that, sometimes, when the limit node is assigned in the inspector, the position values will fluctuate between positive and negative. Sometimes it's just the x value, sometimes y, sometimes both. Also note that the other cameras using EDIT: I saw that I had a second PhantomCameraHost in an autoloader that I got rid of from this example scene. Still experiencing the jittering camera positions, however. |
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That's no problem! I'm just happy for the extra pair of eyes; if I help stress test the plugin then that's just a bonus. I had missed your reply yesterday about Godot_v4.2-stable_mono_win64_XM6NRiF2Tk.mp4Thanks for all of your help! |
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That's no problem! I'm just happy for the extra pair of eyes; if I help stress test the plugin then that's just a bonus. I had missed your reply yesterday about
get_limit()
and have since returned to usingset_limit_node()
on my collision shape. Now that I've swapped theProject Settings
scale back to 1, the cameraZoom
to 2, andGlued
as the follow mode, I think -- I …