Heya there!
The thing mentioned in the title isn't a bug or something. It does work as intended.
When controls are direct (controller or WASD; Telltale Style) and I press into one direction, the character walks always into this direction from the cameras point of view.
In my problematic scenario I let my character walk straight, the camera changes and shows the straight corridor from an angle, and instantly the character walks into a wall.
Is there an option that "checks" the cameras point of view only if the direction on my gamepad was changed (or if I stopped)?
This would also mean that, as long as I keep this one direction pressed, the character will walk in a straight line, no matter which camera I switch to. I observed this with all the TTG title, as well as other 3D adventures.
Thats already it! I hope it made sense to you
Cheers!
Comments
The movement direction should remain the same after a camera cut, until either the input's magnitude drops below 0.1, or the input angle changes by 5 degrees (you can see these checks made in PlayerInput.cs, line 1090).
Try inserting the following code line just above that line, 1089:
Debug.Log ("Magnitude: " + newMoveKeys.magnitude + ", Angle: " + Vector2.Angle (newMoveKeys, moveKeys));
That should give you a clue when playing - you may need to tweak the code value checks (e.g. the 5 degrees) to get the right behaviour.
Maybe I did something fancy that prevented that!
I'll check it out once I do another test scene.
Thanks a lot!
If we do a 0 second long switch to another camera, the movement will be continued until you change it.
However! As soon as you have a transition time in there (we had 6 seconds) the characters movement will change according the the view of the camera.
Do you have an idea how we could provide the same control scheme (movement doesn't change when camera switches) to a switch with transition times?
Thanks a lot so far!
I'll try to test this as soon as possible