#camera is still in the air when Jump
34 messages · Page 1 of 1 (latest)
it is _process and sorry for late reply
where/how is ObjCamPos defined?
defined ObjCamPos : Vector3 = camera_3d.position
so when the player lands on the ground, is the # THE PLAYER IS NOT MOVING portion being called?
oh, and what is CamBobUpDown? how is that defined?
defined as a number is .9
if need full code i will send a text
ok, then i think the expression Vector3.UP * sin(cam_bob) * CamBobUpDown * .1 is quite small... like less than a pixel
Does this mean I should raise a number?
oh, and it's also always pointing up, right? because cam_bob is really small, so sin of it is a really small positive number
so i think the PLAYER NOT MOVING is just ever so slightly moving the camera up all the time????
yab to move up and down not much
what's your goal with using the sin function so much?
yab like breathing
hmmm yeah, i'm honestly having trouble understanding how your code is structured. do you have it stored online in some way where you can share the whole project?
i watch video i and he use sin
i could probably sort through it a little easier that way
no if need i will stored in github
yeah, if you're cool with it, post it on github, and share the link with me. i'd be happy to take a closer look
but the problem is begin when i was add sound system
oh, there wasn't a problem before you did anything with audio?
yah
oh weird
i would guess that adding audio-related nodes to the scene tree would not affect anything to do with camera movement. can you remove the audio-related code from the game temporarily to see if you can get back to a working camera system?
or even just comment out whatever code you added?
np i will do now
cool, i gotta go get some groceries, but i'll be back later
omg i am donkey the problem in this code (after)
before
Thank you for pointing out the stupid mistake I made