Comments (5)
Will keep this issue open until the release is out. Every test for this makes a difference, so thanks for sharing the MRP :)
from phantom-camera.
Actually, just tried out the 0.7
branch in the reproduction project and it seems to work as expected!!! 🎉 I didn't realize that #179 wasn't released yet 🤦
Screen.Recording.2024-03-27.at.12.57.01.AM.mov
Following the RigidBody3D
is jittery, but following instead the MeshInstance3D
works totally fine.
Feel free to close this issue if it doesn't provide any value; I'd say that the upcoming release fixes the bug.
from phantom-camera.
Related Issues (20)
- Damped follow of physics objects produces jitter at <60 FPS HOT 6
- Decouple PhantomCameraHost from specific PhantomCamera HOT 1
- Framed camera's Viewfinder_in_play's frame does not despawn when changing camera priority HOT 2
- Framed camera will be stuck in offset if limit node target is set at runtime HOT 2
- Third Person + Look At causes log spam "look_at() failed" although everything works fine HOT 2
- Parser Error: Could not find type "Camera3DResource" in the current scope when altering C# scripts HOT 2
- Support PCam2D Rotation on Camera2D
- Support for orthographic, near, and far Camera3D parameters HOT 1
- Handling phantomCamerahosts with swapping character scenes HOT 1
- set_spring_arm_collision_mask for the thrid person camera doesn't work HOT 1
- Built-in jumping/falling lookahead for 2D? HOT 2
- Unexpected Camera Behavior With Jolt Physics Installed and Active HOT 1
- How do I use PhantomCamera with Godot multiplayer? HOT 1
- Rotational Damping HOT 2
- 0.7 Release Notes & Documentation
- Phantom Camera disappears when re-adding a scene to a tree
- Decouple FollowModes HOT 2
- Support for per-axis damping HOT 1
- Minimum Follow Distance for Follow Path Cameras in 3D
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from phantom-camera.