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When a puppet moves in y direction (meaning up or down) it will approach the top/bottom of the screen until it touches ground, after which the camera quickly centers the character again. This is especially true when the character is being moved by a mover gadget. Sometimes this behavior can be cool as it creates a sense of movement. However, there are many scenarios where you don't want this camera behavior. Here is an example:
My puppet can climb by jumping from ledge to ledge. I have implemented a custom jump using movers to make this work.
However after 2-3 consecutive jumps without landing on ground, the character will be very close to the top of the screen, which will make it impossible or very difficult to see the next ledge/obstacle above it. There are many other times where this camera behavior is interfering with game play, and I can also imagine that some people would want to turn it off for stylistic reasons.
A solution could be a simple button to toggle inside the camera folder of the controller gadget. When toggled on, the camera will always keep the character at the center of the screen, regardless of movement. Hopefully this isn't too difficult to implement from Mm's side.
Now there are already some ways to fix this, like using a custom camera rig with own camera gadget. However, there are some downsides to that:
To make the custom rig emulate most of the features and settings of the default controller sensor camera, you would need a lot of logic which is thermo heavy and makes game run slower. It is also very time consuming to set up compared to simply using a controller sensor gadget.
Other downsides are the fact that camera pointers don't work with custom rigs etc. This solution is the one I am using to prevent the issue, but it would make my life MUCH easier if there was just a button I could toggle. xD