Stuttering when updating Phantom Camera Offset #653
Replies: 3 comments 7 replies
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Well, turning Follow Damping on doesn't necessarily work either it seems. The occasional stutter still happens regardless of the numbers I type in for it (unless it's so slow the camera can't keep up with the object it's suppose to follow is). |
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A work around in the meantime was for me to create a Marker2D node, setting that as a child to the player scene and having that be the object to follow for the Phantom Camera. Using move_toward to change the position of that marker creates a smooth camera shift. I've also done this as a way to "offset" the Dead Zone, as there are no settings that shift that away from the center of the camera (which would be a nice feature to add in the future :) ) If there's something I'm missing with the offset not updating smoothly though, I'd be interested to learn how I can make that work. |
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Would you be able to give a bit more context about what you're trying to do? I can imagine using |
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Hi there! I'm trying to update the Phantom Camera's Offset using move_towards, and while it technically works, I'm getting stuttering every so often until the camera catches up with the updated offset. I tried turning off Snap to Pixel but the same issue occurs. Turning on Follow Damping with .08 on the X fixes the stutter but I'm wondering if there's a way to do this without turning that on. Code and video below.
Screen.Recording.2026-05-27.234726.mp4
Any help would be appreciated! Thanks!
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