I have a third person camera whose target is the player. The spin and pitch and controlled by CursorHorizontal and CursonVertical, respecitvely. It's not set as drag-controlled so the camera just moves with the cursor movement.
I have the Inventory_TurnOn Actionlist set to disable the camera movement and to enable when turning off. This works just fine to be able to navigate through the inventory and use items with the cursor without having the camera rotate all over the place. However, I don't like that once I close the Inventory, the camera instantly rotates to match the new cursor position. It's usually a very big change in view and it always throws me off.
Is there any way to have the camera stay put and have the cursor tracking just adapt to its new position?
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Can you share a screenshot of the GameCamera Third-person component's Inspector, and does the issue persist if you set the Input acceleration value to zero? Not that this'll be the solution - just a way to pinpoint the cause.
here! https://imgur.com/a/cZWF9kr I think that's everything
I imagine you mean the Input acceleration for both pitch and spin? I tried and it doesn't seem to make any difference. Same for setting them at maximum.
Apologies - yes, I meant acceleration.
I believe I have recreated the issue. To test a fix, open up AC's GameCameraThirdPerson script, and find the DoUpdate function around line 515.
Just at the top, find the line:
Just above it, copy/paste:
Does that resolve it?
Oh, it did!!! ٩(^ᗜ^ )و ´- thank you!!