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When camCollision is disabled, camInitDir is initially ineffective. #86

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eugle opened this issue Jul 31, 2024 · 4 comments
Open

When camCollision is disabled, camInitDir is initially ineffective. #86

eugle opened this issue Jul 31, 2024 · 4 comments

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@eugle
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eugle commented Jul 31, 2024

<Ecctrl					
  camInitDir={{ x: 0.4, y: 0 }}
  camCollision={false}>
  <EcctrlAnimation
	  characterURL='/models/tribal.gltf'
	  animationSet={animationSet}>
	  <Character position={[0, -0.9, 0]} />
  </EcctrlAnimation>
</Ecctrl>

When camCollision is disabled, camInitDir is initially ineffective.

Upon the first load, the specified camInitDir angle is not applied, and the default camera view is used instead. When the user tries to adjust the camera using the mouse, it immediately switches to the angle set by camInitDir, which feels awkward for the user.

Thank you for your package, it's excellent.

@ErdongChen-Andrew
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2024-07-31.15.27.39.mov

Works fine on my end 🤔

@eugle
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eugle commented Aug 1, 2024

@ErdongChen-Andrew Thank you for your response. Here's the situation: when you use camInitDir={{ x: 0, y: 1 }}, everything works fine, just like in your demo video. However, when you use camInitDir={{ x: 1, y: 0 }}, the issue I mentioned occurs. Additionally, I found that when I set camInitDir={{ x: 3, y: 0 }}, the viewport cannot move up and down. Could you try it and see? It's quite strange.

@ErdongChen-Andrew
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Good point, @eugle! This is a really interesting bug though. It should be fixed in the new version 1.0.87. Give it a try.

@eugle
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eugle commented Aug 2, 2024

Looking forward to it. Thank you for your patient response.

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