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default move speed is small but if its something bigger, like 50, the camera y-axis ends up to infinity
after this line:
GodotStairs/Player/Player.gd
Line 83 in e655197
if STAIRS_FEELING_COEFFICIENT = 0.5 solves some of that. it should be calculated relative to MAX_SPEED with some formula?
STAIRS_FEELING_COEFFICIENT = 0.5
MAX_SPEED
also clamping the resulting camera_target_position:
camera_target_position
camera_target_position = lerp(camera_target_position, head_xform.origin, delta * speed * STAIRS_FEELING_COEFFICIENT * camera_lerp_coefficient) # FIX: limit camera pos away from body camera_target_position.y = clamp(camera_target_position.y, 0, abs(head_xform.origin.y) + MAX_STEP_HEIGHT)
The text was updated successfully, but these errors were encountered:
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default move speed is small
but if its something bigger, like 50, the camera y-axis ends up to infinity
after this line:
GodotStairs/Player/Player.gd
Line 83 in e655197
if
STAIRS_FEELING_COEFFICIENT = 0.5
solves some of that.it should be calculated relative to
MAX_SPEED
with some formula?also clamping the resulting
camera_target_position
:The text was updated successfully, but these errors were encountered: