How to rotate the Phantom 3d Camera left and right for tank controls for existing player character #227
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Hi, I'm a bit new to Godot 4.2 and was trying out the Phantom Camera 3D but I was wondering how would I apply the 3d rotation of the Phantom camera to the player's left and right input as well as have the player be the center of the aforementioned rotation? |
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Replies: 9 comments 23 replies
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If you've got an image or video example then it might help figure out an ideal solution, but I'm guessing you are looking for some sort of orbit camera position, where pressing left / right rotates the camera around the player? |
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What's a MRP?
…On Wed, Apr 10, 2024 at 5:06 AM Marcus Skov ***@***.***> wrote:
It's a bit difficult to debug and validate from a single script alone as
many other factors could play into it like physics collisions, other
scripts etc.
If you're able to share a MRP where that script is being used, don't worry
about the environment or model, then that would make it a lot easier.
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Voltitan_vol3_MRP.zip
<https://drive.google.com/file/d/1JGF4NAsWYDGy2yepQTeYDUI0X6hGUqXg/view?usp=drive_web>
…On Wed, Apr 10, 2024 at 2:22 PM Marcus Skov ***@***.***> wrote:
Minimal Reproducible Project
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Voltitan_vol3_mrp.zip
<https://drive.google.com/file/d/1zP8B81vbdqCDFqQktHtIBcmadSnqih6W/view?usp=drive_web>
Sorry the other folder was having some dependency issues here's another
folder. The Minimal Scene is the Test2 scene from the Level folder and can
be played by running the project
…On Wed, Apr 10, 2024 at 2:22 PM Marcus Skov ***@***.***> wrote:
Minimal Reproducible Project
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Sorry about that, fixed the permissions
Voltitan_vol3_mrp.7z
<https://drive.google.com/file/d/1eWan7JqNpN93MSmM6cDOzSlPWndIOEeY/view?usp=drive_web>
…On Thu, Apr 11, 2024 at 5:48 AM Marcus Skov ***@***.***> wrote:
Thanks for sharing this!
It seems to be account restricted though? At least, can't seem to open the
link without a Google account.
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The level scene in question is the test2 scene within the Level folder. The player's behavior earlier was before I attempted to have the camera use the mouse inputs like the 3rd person controller example scene. I was having trouble having the phantom camera respond to the mouse inputs.
…On Fri, Apr 12, 2024, 6:21 AM Marcus Skov ***@***.***> wrote:
That link works!
So opened up the project and the scene you mentioned, but I am a bit lost
as to how it works. It looks and behaves differently than the video you
shared earlier and am not sure where to start?
https://github.com/ramokz/phantom-camera/assets/5159399/efb1b7a3-3849-41f2-bc01-5ebf5295cdd6
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The Inputs themselves are actually handled by the get_input function that's
called through the physics_process function of the player(VolTitan) script.
I think that might also be a factor for the issue with the unhandled input
not responding to the mouse.
…On Thu, May 9, 2024, 6:09 AM Marcus Skov ***@***.***> wrote:
Sorry, got distracted with the recent release and getting fixes in.
I had a look again, but it's a bit difficult to figure out what might be
causing it, as a lot of things are happening in the project / scripts.
Would suggest creating a new scene / project that only has the bare
minimum setup for the controls and camera. That way, you can start
isolating the possible variables that cause the issue. To the previous
comment, it's highly likely that something else is overtaking the input
controls, but it's difficult to spot what that might be with so much going
on.
That's also the intent behind MRP (minimal reproducible project), where
only the essentials are present to avoid conflicting logic that larger
projects contain. It is also helpful for others who are unfamiliar with a
project by not having to debug larger codebases that might be interfering,
and instead just focus on a specific issue.
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Here's new MRP that isolates the clutter.
Voltitan_vol3_mrp2.zip
<https://drive.google.com/file/d/1SjfvGAm5_tZtLFeLhU5ngIkC4LZ2xqBp/view?usp=drive_web>
…On Thu, May 9, 2024 at 6:09 AM Marcus Skov ***@***.***> wrote:
Sorry, got distracted with the recent release and getting fixes in.
I had a look again, but it's a bit difficult to figure out what might be
causing it, as a lot of things are happening in the project / scripts.
Would suggest creating a new scene / project that only has the bare
minimum setup for the controls and camera. That way, you can start
isolating the possible variables that cause the issue. To the previous
comment, it's highly likely that something else is overtaking the input
controls, but it's difficult to spot what that might be with so much going
on.
That's also the intent behind MRP (minimal reproducible project), where
only the essentials are present to avoid conflicting logic that larger
projects contain. It is also helpful for others who are unfamiliar with a
project by not having to debug larger codebases that might be interfering,
and instead just focus on a specific issue.
—
Reply to this email directly, view it on GitHub
<#227 (reply in thread)>,
or unsubscribe
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On Wed, May 15, 2024 at 12:13 PM DaShawn Jones ***@***.***>
wrote:
… Here's new MRP that isolates the clutter.
Voltitan_vol3_mrp2.zip
<https://drive.google.com/file/d/1SjfvGAm5_tZtLFeLhU5ngIkC4LZ2xqBp/view?usp=drive_web>
On Thu, May 9, 2024 at 6:09 AM Marcus Skov ***@***.***>
wrote:
> Sorry, got distracted with the recent release and getting fixes in.
> I had a look again, but it's a bit difficult to figure out what might be
> causing it, as a lot of things are happening in the project / scripts.
>
> Would suggest creating a new scene / project that only has the bare
> minimum setup for the controls and camera. That way, you can start
> isolating the possible variables that cause the issue. To the previous
> comment, it's highly likely that something else is overtaking the input
> controls, but it's difficult to spot what that might be with so much going
> on.
>
> That's also the intent behind MRP (minimal reproducible project), where
> only the essentials are present to avoid conflicting logic that larger
> projects contain. It is also helpful for others who are unfamiliar with a
> project by not having to debug larger codebases that might be interfering,
> and instead just focus on a specific issue.
>
> —
> Reply to this email directly, view it on GitHub
> <#227 (reply in thread)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/BGVEAO4QS4LV5ASTIOXO3FDZBNDNPAVCNFSM6AAAAABEFNYWOOVHI2DSMVQWIX3LMV43SRDJONRXK43TNFXW4Q3PNVWWK3TUHM4TGNRXGA2DC>
> .
> You are receiving this because you authored the thread.Message ID:
> ***@***.***>
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Sure, but the Beta scene is still throwing an error when trying to open it:
To answer your question, you ought to be using
_unhandled_input
for gameplay related inputs. Like its name implies, it only triggers when something else doesn't catch inputs. E.g. if you have a pause menu open, you probably don't want the playable character, and PCams, to be controllable at that point. Godot covers that in more detail on this page.My point in the previous post is that the addon itself isn't the underlying issue, but rather that there's a conflicting input in the other scripts in the project/scene(s). So the help request that I'm hearing isn't specific to the project, but rather an input manageme…