Universal camera origin and the camera control behavior!

ChirpinGamesChirpinGames Member, PRO Posts: 214
Does anybody know how to get the camera offset trick for universal builds (eg set the camera origin to -48) to work with the camera control behavior for a platformer?

Comments

  • kinzuakinzua Member Posts: 554
    change attribute camera.origin.X to -48 or constrain if u got movable cam.
  • ChirpinGamesChirpinGames Member, PRO Posts: 214
    Yea so thats what seems to be breaking. As soon as you use the camera control funtion on an actor it ignores the -48 origin
  • ericzingelerericzingeler Member Posts: 334
    So maybe create a new actor, give it camera control, and constrain its position to your original actor with -48.
  • POMPOM Member Posts: 2,599
    Its not gonna work, the control camera overrides all scene origin changes, and if you use values like -48 or any other minus something, it will make it 0,
    Its just how GS handles it..

    Roy.
  • Dazza006Dazza006 Member Posts: 248
    This was the problem I had with my game so I just done two versions in the end.
    If anyone knows away around this let me know ;)
  • ericzingelerericzingeler Member Posts: 334
    edited March 2013
    Its not gonna work, the control camera overrides all scene origin changes, and if you use values like -48 or any other minus something, it will make it 0,
    Its just how GS handles it..

    Roy.
    Not sure what post you're referring to, but just in case... my above suggestion should work fine. Not ideal to have an additional constraint, but a necessary sacrifice I guess.

  • ChirpinGamesChirpinGames Member, PRO Posts: 214
    I actually had tried that @ericzingeler and it didnt work. I did figure out a way to do it though without using the camera control. I just constrained the scenes camera origin to the actors position. It jumps around a bit but i'm working on a way to smooth it out!

    Thanks for the help guys
Sign In or Register to comment.