One of the bugs with the Camera’s CameraType property set to Watch. When you right-click to orbit your camera, your camera doesn’t stop rotating (even after you let go of your mouse button), until your mouse cursor changes position.
This is happening on at least PCs and mobiles.
CameraType.Watch is the only thing I was able to reproduce and to some extent “understand”, but I’ve seen reports from other people that they’re not able to zoom in their camera, or that when they zoom in/out, it keeps zooming in/out, even though they’re no longer scrolling their mouse.
Some players are not able to play games because of camera issues. Would it be possible to revert these camera changes until they’re improved?
Here’s @FastKnight401 response that pretty much describes one of these issues
Have you also seen issues relating to the camera? Reply with your experiences.
I was about to make a post about this issue. It only happens in games where the scroll-wheel doesn’t zoom in or out, it just pans the camera. I was playing trade hangout about 1 hour ago when I first noticed this bug. It is very annoying, and the past hour I have been having serious trouble playing some games at all. Edit I forgot to mention when I zoom in using the “I” key I can’t zoom back out using the “O” key.
Can confirm this is happening in my team’s game: Airport Tycoon. When the CameraType property is set to Attach, and you simply rotate the camera slightly on Mobile - the camera will never stop rotating. This CameraType has also caused problems with the zoom property, where on PC the players’ camera is stuck and they are unable to zoom in/out.
I can also confirm that I have issues with every single game when trying to zoom out with the Apple Magic Mouse (w/ horizontal scroll feature), my camera will rotate forever.
Thank you for reporting this issue. I thought that my game was the only one experiencing this issue and I panicked pretty badly without having checked the DevForum first.
My game features a third person camera implementation which relies on BaseCamera for the firearms, however it seems that the UserCameraInputRefactor FastFlag has completely blocked calls to BaseCamera which likewise also broke my game. I tried implementing an alternative to no avail - this incident may cost me some players and heavy delays.
Just one call to BaseCamera rendered the game unplayable because no one could control their cameras. It would be stuck at a certain position after spawning in.
Are we not supposed to directly interact with PlayerModule modules anymore and if so, why was that API available to begin with? If we still can but the way we can interact with the modules changed, what was to be the expected alternative while working with the camera and why was there no heads up?
My game had to be closed for several hours because of this, and was up for more hours in a broken state. Both me, my team and my community were completely confused up until a few minutes ago.
I really hope that they address this update more cautiously before turning the flag back on. This is a change that needs an announcement. If they tinker with the camera and then flip the flag back on, my game will break again. I need to know what the alternative is and need time to switch to that new method. API changes should be accompanied with an announcement.
I’m trying not to butcher the PlayerModule right now in case I do something wrong. I knew I should’ve kept a forked version of the module pre-flag, but I try not to fork if I can help it so I can’t just go back and use that as a patch. The only thing left for me now is to hope that flag doesn’t get turned on again.
Doesn’t seem to be fixed on mobile, I just checked again. I think most of the issues have been resolved, but the mobile issues are not. This could be why games such as adopt me have lost players, they have a mobile heavy userbase.
From what I’ve checked over, no, most of those flags have not been touched at minimum for a month, I think one even fetched for a year. The following FFlags are involved with the PlayerModule if you want to have a look and see their status: