#camera going into wall
1 messages · Page 1 of 1 (latest)
- https://docs.godotengine.org/en/stable/classes/class_springarm3d.html
- https://phantom-camera.dev/
- https://forum.godotengine.org/t/how-can-i-prevent-a-third-person-camera-from-clipping-through-walls-or-seeing-through-them-when-its-close-to-a-surface/114198
- Keep camera far enough away that it couldn't possibly clip into anything.
The ideas apply to both.
https://youtu.be/0FBhykMk1t8?si=tF1cmiTQCLP-it83
is there an equivalent to this in godot 4?
No.
spring arm 3d doesnt fix the issue, gave it a radius of 0.2, didnt solve it
any other solutions?
uhhhhh make your yaw/pitch nodes both sit at the height of the camera instead of one being at the base of the character collider and one being at the camera height, or both being at the base
it's like your camera is sitting at the end of a stick and you're swinging the whole stick. You don't want that, it'll be super disorienting and fixing it will also fix your clipping issue