Third Person Follow Mode Becomes First Person with Jolt Physics #239
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With JoltPhysics freshly installed, upon restart and testing my scene, the Third Person PCam that was working just fine now zooms into the character capsule as if it were assuming the position of a first person camera. I cannot find anything in the documentation for this. Any idea on how to fix this? Is it a bug? EDIT: I reset to Godot's default physics, then back to Jolt (restarting the editor for each) and all of a sudden it is working. I changed nothing except for the physics engine. Quite odd. I would provide footage, but I did not have the ability to recreate the bug while attempting to re-record for expediency's sake. If I am able to replicate the issue, I will update this post with video. EDIT 2: After modifying some of the spring settings in the PhantomCamera node on my player, the bug has returned. Video below. 2024-03-24.14-00-36.mp4 |
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Replies: 1 comment 3 replies
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My guess would be that it's related to the If you disable all the layers, in your case it's just layer 1, does the issue still persist? |
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That is an expected result.
What is happening is that the collision mask of the
SpringArm3D
is colliding with the player collider (PlayerBody
). TheSpringArm3D
is positioned at the centre of its target, so the line between it and thePCam
is blocked by player collider - hence the camera result.So the solve is to just ensure the player collider and the
PCam
(again, internally theSpringArm3D
) aren't on the same collision layer.