Making a FreeLook Camera always go behind the player when not in use

I’m making a game where one of the central mechanics is that you can switch between the controls of a regular 3D Platformer and that of a FPS. Since I encourage the player to change the controls so much, I want to know how I can make my freelook camera always stays behind the player when it’s not in use.

Have you tried setting this?

6897098--807071--upload_2021-3-3_8-17-11.png

Yes I have. It doesn’t solve the problem of the camera facing the wrong way when switching from the first person to the third person

Can you post the inspector for your FreeLook?

I posted the entire thing. I tried testing to see if a script was causing the issue with no luck





When the FreeLook goes active, set freeLook.m_XAxis.Value = 0. This will work because your heading definition is set to Target Forward.

You can get notified when the FreeLook is going active by adding a callback for this event:

6916538--811262--upload_2021-3-9_8-14-36.png

I figured out what the problem was. I wasn’t recentering the camera. So how would I make the character face the direction of a virtual camera?

Can you rephrase? I don’t really understand what you’re asking.

I figured out how to do it with a script, so now I have this problem instead: I want a virtual camera to rotate freely and not be stopped at 0 and 359 degrees.
Nvm, I forgot to wrap the camera on the horizontal axis