As the game developer, manipulate the camera in any way through scripts.
Play the game as a mobile player with classic thumbstick.
Hold the thumbstick down and walk around while the camera is manipulated by scripts ingame.
Keep doing this until the camera manipulation has finished.
Walk around and see that properly controlling the camera while walking is now nearly impossible.
Expected Behaviour
The thumbstick should continue to work like normal.
Actual Behaviour
The thumbstick will think that the finger on the thumbstick is also controlling the camera. This is fixed when the player lets go of the thumbstick, but that is impossible in very fast paced games (such as in the example video above).
Dynamic Thumbstick does not have this problem, but switching between thumbsticks after using one for years is always an extreme pain.
Old Post
Classic Thumbstick breaks the camera as shown below.
Basically, when the player’s camera is manipulated in any way through scripts, the thumbstick will think that the finger on the thumbstick is also controlling the camera. This hasn’t been fixed for a long time and desperately needs attention.
Dynamic Thumbstick does not have this problem, but switching between thumbsticks after using one for years is always an extreme pain.
Hi there! Thanks for the report. Regarding camera control, our camera scripts don’t automatically try and detect whether you’re trying to control the camera. When active, all of our cameras will assume they are the only ones manipulating the camera CFrame. When you want to add another game specific camera control. such as the death animation in “Downpour Dash! Remastered”, you would typically set the CameraType to Scriptable to prevent fighting over the camera control with other scripts. The API reference has an example of this usage. Thanks again and please let us know if you encounter any other issues.
My guess it’s a race between when you’re setting the death animation camera CFrames and the PlayerScript camera controller. Our camera controller sets the CFrames in BindToRenderStep with priority camera. If you bind with any earlier priority, the death animation won’t play and any higher should override the camera. Our camera scripts actually don’t make any distinction between thumbstick styles. They only follow the character after it is moved by the control module (which is responsible for managing classic vs dynamic thumbstick).