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?
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?
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:
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