friso
New vMember
Posts: 6
|
Post by friso on Apr 22, 2019 16:23:42 GMT
Question: I am using also the thirdperson controller (paid version), with the mouse input everything works fine. But I cant manage to get it working smooth with touch input. I tried millions of combinations with smooth camera rotation, mouse sensitivity, touchinput script settings in CameraMove.
@invector, do you have the settings for me which to use in the camera and touchpad (swipe or relative input etc.). The main issue is when you touch the screen and hold in (after move or ontouch) the camera goes a bit up down, left, right. Like it is not filtered enough on small input. I can imaging that you need to filter small movements, but where is not clear for me. Do you perhaps have an updated camera script for me with that included?
|
|
|
Post by norgman on Apr 23, 2019 3:49:05 GMT
2 years later the Camera still moves on FixedUpdate and strafing is a jittery mess when it follows anything that actually moves on the Navmesh - I.E. If you wanted to use this controller in an actual game. Next update? I guess you're not exactly honest with your customers huh? My solution? Use cinemachine, you won't regret it. Thanks for the tip, I switched all the cameras over to cinemachine and got the lock on / strafe working with cinemachine. Things are working much better now.
|
|
and91
New vMember
Posts: 21
|
Post by and91 on Apr 23, 2019 8:52:23 GMT
My solution? Use cinemachine, you won't regret it. Thanks for the tip, I switched all the cameras over to cinemachine and got the lock on / strafe working with cinemachine. Things are working much better now. You're welcome. Can I ask you how you handled LockOn/Strafe with Cinemachine? I have my own solution too but other ideas are always good ;)
|
|
|
Post by norgman on Apr 23, 2019 12:13:45 GMT
2 years later the Camera still moves on FixedUpdate and strafing is a jittery mess when it follows anything that actually moves on the Navmesh - I.E. If you wanted to use this controller in an actual game. Next update? I guess you're not exactly honest with your customers huh? We actually release a few versions using LateUpdate but the best option for a physics controller was using FixedUpdate instead, it's pretty stable today. "jittery mess when it follows anything that actually moves on the Navmesh" Are you using the ThirdPersonCamera on a AI? No, it wasn't on AI, but I did have a custom enemy who moved relatively fast, while in strafe mode I would get a lot of jitter on the Y-axis. The issue didn't come up unless it was strafing. During testing, I noticed that if I target locked a stationary target, the jitter wouldn't happen, but if I locked on to a moving target, the jitter was bad. I tried switching to late update, the jitter left the camera, but the player character wouldn't move smoothly in strafe mode. Switching to walk only strafe helped, but, that wasn't going to work well for the combat scenarios that we wanted to create.
|
|
|
Post by norgman on Apr 23, 2019 12:22:04 GMT
Thanks for the tip, I switched all the cameras over to cinemachine and got the lock on / strafe working with cinemachine. Things are working much better now. You're welcome. Can I ask you how you handled LockOn/Strafe with Cinemachine? I have my own solution too but other ideas are always good ;) Basically it's a group composer virtual camera with a bit of script to keep things oriented in the right way. I kept the invector lock on logic / targeting etc. and use it to feed the current target into the cinemachine target group array. The group camera activates when there's an active target, and blends back to freelook when the target is null.
|
|