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Teleporting Player affects NavCam position


In my scene are two PlayerStart objects. One at the x-Value 163, the other with the x-Value 186.

If I start the scene from one or the other and trigger a certain camera, the results are identical. The camera x-Value is 255.

If I start the scene form the PlayerStart at x=186, teleport my character to the x-Value of the other PlayerStart (163) and trigger the camera now, the x-Value becomes 204. It changed.

Am I overseeing something? I attached screenshots of the inspector views.

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Comments

  • edited August 2015
    Thanks for the bug report, but your partial screenshot of the ActionList is not enough - what's the context?

    Specifically, I need to know if there's any delay in the scene before the teleport occurs.  If there isn't, test what happens if you insert a pause Action beforehand.
  • I can't recreate this - are you using the latest release?

    Check that you've assigned one of your PlayerStarts as your default, in the Scene Manager.  I also don't recognise those P/R/S buttons in your Transform component - could that be another asset that's conflicting?
  • I created a new scene, teleported my player at start to a new PlayerStart position and everything works. The triggered camera is at the same position as if I dont teleport the player.

    I tried same in the scene, where the error occured for me and it still does. I also tried to start form PlayerStarts further away and the error-value of the camera increased (I think proportianally).

    Everything else relevant is as a screen attached:

    imageimage

    There is nothing more I do, no other asset that could affect it and I am Up to date. 
    But strange, that it works in a new scene. I also tried it in a quite similar scene and it works perfectly... 
    There must be something affecting it. Any idea where to search?
  • edited August 2015
    Check that the working GameCamera's Inspector values match exactly.

    Please try my suggestion from my previous comment: insert an Engine: Pause game Action before the teleport, so that there's a delay.  It's not clear if this is because this runs as soon as the scene loads or not.
  • I inserted an Engine: Pause game Action but still the same issue. 

    I am clueless...

  • edited August 2015
    And do the GameCameras match?  There must be something, somewhere, that is different between the two scenes.

    If you can package up the scene in it's bare-bones form (e.g. without AC, without any unnecessary graphics / sound) that I can recreate the problem with, then you can PM it to me and I will take a look.
  • Well, hello everyone and also I apologize for necroposting, but I encountered exactly the same problem. I found a workaround however.

    This happens because when camera is following the player, it does it all the time. And if there is an offset in camera position relative to player position (which pretty obvious will be there since camera is usually set somewhere else), this offset will remain constant. So if you teleport your player 50 units to the right, camera will teleport 50 units to the right.

    It can be avoided by placing all the cameras in starting location. When you teleport the player somewhere, cameras will follow. Point to have separate camera for each screen (I'm talking about 2d right now, but pretty sure it's the same for 3d), so you can fine-tune constrains position for each camera separately.

    It wouldn't hurt however to have cameras reset exactly to player position when switched to to. Or even better, disable player tracking if camera is not active.

    Anyway, this have been waiting for souple years aparently, it can wait couple months more. Have a great vacations, Chris!
  • Whether or not a camera moves when inactive (which is still useful for e.g. split-screen effects) doesn't have any bearing on it's position when made active.  When it comes to the standard AC GameCameras, any given player position will have only one possible position for the camera itself to take.

    The 3D GameCamera type has an option named Use default PlayerStart? under it's Target settings (which is enabled by default).  This option causes any offsets etc to be made relevent to the scene's default PlayerStart, which has a constant position, rather than the player's starting position, which will vary based on e.g. previous scene.

    I'm confused about the exact issue you're having, as I never encountered it myself (I never recieved any scene to test).  If you can provide clear steps or a test package for me, then I can have a look at it properly.
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