#stack overflow

1 messages · Page 1 of 1 (latest)

wraith flare
#

private void HandleCameraCollisions()
{
float targetPosition = defaultPosition;
RaycastHit hit;
Vector3 direction = cameraTransform.position - cameraPivot.position;
direction.Normalize();

    if (Physics.SphereCast
        (cameraPivot.transform.position, cameraCollisionRadius, direction, out hit, Mathf.Abs(targetPosition), collisionLayers))
    {
        float distance = Vector3.Distance(cameraPivot.position, hit.point);
        targetPosition =- (distance - cameraCollisionOffset);
    }

    if(Mathf.Abs(targetPosition) < minCollisionOffset)
    {
        targetPosition = targetPosition - minCollisionOffset;
    }

    cameraVectorPosition.z = Mathf.Lerp(cameraTransform.localPosition.z, targetPosition, 0.2f);
    cameraTransform.localPosition = cameraVectorPosition;
}
flint salmon
#

where is this function called?

wraith flare
flint salmon
#

ok where is this function called lmao

wraith flare
#

ohh yes sorry

#

private void LateUpdate()
{
cameraManager.HandleAllCameraMovement();
}

inside a script called player manager

flint salmon
#

I do not see the HandleCameraColllisions script invoked anywhere

wraith flare
#

wdym

flint salmon
#

this function does not appear to be called anywhere from what you have provided

#

HandleCameraCollisions

wraith flare
jagged bison
#

You are calling HandleAllCameraMovement inside of itself

wraith flare
#

and then inside the script HandleAllCameraMovement there is a call to HandleCamerCollisions

flint salmon
#

show those scripts using codeblock

wraith flare
wraith flare
flint salmon
#

HandleCameraCollisions does not appear to be the culprit for the stack overflow

flint salmon
fading tundra
flint salmon
fading tundra
#

Indeed

flint salmon
#

likely they meant to invoke HandleCameraCollisions instead of HandleAllCameraMovement