- Edited
Yes, indeed this was broken,
Here is a quick fix, if you don't want to wait for the update, you just have to define the finalOffset variable
in CameraTopDownOrtho.cs:
override protected void Init()
{
base.Init();
finalOffset = transform.position.SetY(0);
finalPosition = transform.position.SetY(fixedDistance);
finalRotation = transform.rotation = CalculateInitialRotation();
}
In CameraPerspective.cs:
override protected void Init()
{
base.Init();
currentPitch = Pitch = initialRotation.x;
currentYaw = Yaw = initialRotation.y;
finalOffset = transform.position.SetY(0);
finalRotation = Quaternion.Euler(currentPitch, currentYaw, 0.0f);
finalPosition = CalculateNewPosition(finalOffset, finalRotation, finalDistance);
}
Keep me posted, thanks!