I am assuming this will require messing with the core camera scripts, so I went diving into them to see if I could find the variable that sets it to default to this angle, however, I couldn’t seem to find such a thing.
Has anybody run into the situation before? I know I could just build a custom camera controller, but this seems like it’d be a really basic modification to make.
Rotating the SpawnLocation works if you want the camera to still be behind the player. Otherwise you can take a look in the ClassicCamera module in the PlayerScripts. The relevant piece of code is where overrideCameraLookVector is calculated. You could change this to always be facing opposite the players humanoid robot part.
How would this be handled when the focus part is something that was instanced in by a script, as opposed to created through a spawn location?
Yeah probably. I am curious tho why would you want to do such a thing?
It’s for a project with a completely custom character and movement system.
I instance in a model with a part in it and make that model the focus of the custom camera. Then when you press the keys on your keyboard CFrame moves the character. Works just as I like, except for one problem.
This is what I’d like things to look when I enter the game