function Basics.IsometricCamera()
local Position = Vector3.new(-25 + HumanoidRootPart.Position.X, Hypotenous(25 + 3), -25 + HumanoidRootPart.Position.Z)
SmoothCFrame(Camera, CFrame.new(Position, Position+Vector3.new(1, -Hypotenous(1), 1)))
end
function SmoothCFrame(Instance, NewCFrame)
TS:Create(Instance, TweenInfo.new(0.5, Enum.EasingStyle.Exponential, Enum.EasingDirection.Out), {CFrame = NewCFrame}):Play()
end
I’ve been trying to find a similar problem in the forum — found a couple about this topic; all of them said to use heartbeat etc etc, but it’s just not working for me.
Ruled out that the cause is because of the Isometric camera, not the character facing mouse
Hi, i just a posted a potential solution to a simular issue, this problem happened to me recently with a viewmodel, but setting the updating frame to PreRender fixed it for me, since it runs before the frame rendering. Heartbeat and RenderStepped run differently than PreRender. Altough RenderStepped runs prior to the frame rendering (similarly to PreRender), it is now deprecated.
Here is the link to my other post if you want further explanation as to why this works:
Hmm, maybe its because you are using tween service inside the loop, i personally never use them because im pretty sure they lower the performance a lot, but that could be false. Instead i always use CFrame:Lerp, which is basically the same thing but its a single calculation every frame, so it doesnt overlap with other tweens.
Try changing the SmoothCFrame function to use it:
function SmoothCFrame(Instance, NewCFrame)
Instance.CFrame = Instance.CFrame:Lerp(NewCFrame, 0.1)
end
(This particular function might not work, i didnt test it but consider trying to use this solution its a lot cleaner)