I’m working on a custom camera that positions itself right at the player’s eye level (using a custom character model). The game is first person. Essentially it just makes the camera bob up and down with the movement of the character to be realistic.
The camera works great so far other than 1 issue I’m having. Even when the mouse is not moving, there is a very slow movement of the camera, usually going upwards to the sky. I am unsure what is causing this even after print tests.
I would guess that your issue is somewhere with the bobbing code. But it would be helpful to see some of the code for this to really determine the issue.
My theory is that when I set the cframe of the torso, that causes the constant movement. The camPos variable that I use in the line where the camera’s CFrame is set is a part that is welded the character’s head at eye level by the way. So any movement of the humanoidrootpart also affects the positioning of the camPos part
@ImFarley Why don’t you try the angle/distance between the 0 delta and the delta where it slowly goes up (If it goes up, then it’s your delta + something, and the number I mean is this something), and then you just change the Y-delta, like Y-delta + something or Y-delta - something (this something is still the number you should figure out yourself, to find it you should make an equation).