#Camera jitter issues
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Man this is hard
@ionic moat Also, what do you mean by CameraGO?
I don't see it anywhere in that script
I meant the 3 gameObjects that make up your camera
The main camera is used to render the scene and to control the boundaries of the ship's movement
The child camera is used to render the Game HUD and crosshairs using camera stacking
Finally, the UI cam is used to control all the UI elements
@ionic moat Got any clues from this?
no
Weird, it's using the child camera to render the scene instead, even though I set the main camera's tag to MainCamera
...I don't really know what to do anymore
@ionic moat If it is possible, do you want to take a look at my project and help me fix it?
Tags don't control which camera is rendering
in fact all active cameras will render
the order they draw to the screen is determined by their priority/depth
Now that you mention it, the child camera does have the highest depth of 1, and the main camera being the lowest of -1
I think I understand a little more now. I put the child camera rotation script and set its priority to the highest to render the scene, so the ship doesn't slide up when it hits the main camera's border. If I put the rotation is the main camera instead it slides up against the border.