I’m stuck for days trying to find a solution for this problem.
So I’ve got this simple scene where you have the player with a rigibdbody to controll the movement and to do a jump flip.
There’s a virtual camera attached to the player and as you can see, when doing the flip, the camera will snap to another position instead of being fixed in the “normal” angle(the angle when player moves).
deadbetterichthyosaurs
I’m also using the transposer “Simple follow up with world up” so the camera allways follows the player.
Is there any way to solve this problem?
Project files in attachment, if you want to try.
It’s your transposer’s binding mode. Don’t use any of the “Lock to Target” variants if your target can turn upside-down, unless your camera rotates along with it. Your scene works well with “Simple Follow with World Up” or “World Space” binding modes.
Thanks for your reply!
Appologies, I said I was using the “Simple follow up with world up” but it’s in fact the “lock to target with world up”.
I could use the “Simple Follow with World Up” like you said, but with this option I’ll loose the camera locking the target when i rotate the rigidbody in the y axis, and this is something i would like to keep.
The problem is that your target is flipping, and you still want to preserve some concept of “behind” the target so you can place the camera. This is not well-defined. You’ll need to make up the rules for how you expect that to work.
One way to do that is to make an invisible intermediate tracking object, and add a custom script to it that positions it on the target and orients it in such a way as to define the appropriate forward (ignoring the flips). Then use that as a follow target with one of the “Lock to Target” variants.