fldr wrote:add an invisible object with scroll to behaviour and let it move to that point, for example "on collision with cannon"->player.scrollto disable, set cameraobject.position to player, cameraobject.scrollto enabled, cameraobject.bullet set speed 5, set angle to angle (object, cannon)
Ahr Ech wrote:I like to put my scrollto behavior on a separate invisible object and then just lerp it's position to the players.
I only use it if I need screenshake or want to track multiple objects, though. If you don't need those it's easier to just go through system and lerp your scrollx and scrolly values to the player (or anywhere else) directly.
Ahr Ech wrote:Ah, I was suggesting this as a replacement for the ScrollTo behavior. For it to work right, you'd need to remove the behavior and set your new scroll event to run every tick. It should smooth out that jump you were describing with a little tweaking. Unless I misunderstood what you're trying to do?
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