S
sakus

  • Aug 24, 2022
  • Joined Jun 22, 2022
  • Anthony
    Ha so it seems, awesome!

    Seems to be working fine, I might not even have to completely cancel the animation after all, might be able to make it snappy yet smooth enough with these (working on a turn based strategy prototype where selecting an unit will center the camera on said unit, but I find myself wanting to start panning the view right away afterwards)

    • Anthony

      Ah I missed the half life variable, thanks. OK, if I can stop the animation with StopFollow I'll look into doing it myself with that.

      Now I'll just wait for the distance from target option to make it responsive to user's panning as soon as the animation is close enough to finished.

      Thanks!

      • Regarding the MoveCameraTo function, would it be possible to add options to

        • allow the user to pan the camera during an animated move (and break out of the animated move when they do so)
        • and/or set the speed of the animated move

        My issue with it currently is, that it takes control away from the player for too long even after the move is seemingly complete already, which might also be good to be looked at (I'm assuming it's lerping some very small amounts there in the end which isn't really visible but still blocks user interaction?)