When camCollision is disabled, camInitDir is initially ineffective.
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- Dominant language
- TypeScript
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Description
<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.
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Research direction
Start with the provided Ecctrl reproduction using camInitDir={{ x: 0.4, y: 0 }} and camCollision={false}, then trace the camera initialization and first mouse adjustment. Done means the initial camera view uses camInitDir immediately and does not jump when the user first moves the mouse.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- react, typescript
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 3/5
- Estimated time
- 1-2 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 38/100