does shoulder camera removeable??
i want normal cams or first person cams
im also trying to find out how. this is what i found out
in the constants variables in the shoulder camera module theres a line which says
self.normalOffset = Vector3.new(2.25, 2.25,10.5)
if you change the x axis to 0 ( first number out of the 3) then the camera wont follow you. It will freeze and not follow your character
you can change it to anything except for 0. and only for the x axis. if you set the rest of the numbers to 0 nothing will happen
i read an article about this on the forums, go try and find it instead of making a post abt it
can you link the article here please
yes i edit it but its freezes and not following player’s cam
can you put link here please???
same for me im trying to find out best offset we can do is 0.001
Thanks but that post does not have the solution.
CHECK it more. it contains a line of code that fixes it
it does not. the guy giving the solution didnt know how the camera module works.
hey bro i found a solution. I removed the entire part about Side correction in the ShoulderCamera module and I could set the x axis to 0. Only downside is you cant have side correction, if you are not in first person the camera can go through the walls.
part to remove (its at about line 430):
-- Handle occlusion
local occlusionDistance = self.currentCamera:GetLargestCutoffDistance(self.raycastIgnoreList)
if occlusionDistance > 1e-5 then
occlusionDistance = occlusionDistance + collisionRadius
end
if occlusionDistance >= self.lastOcclusionDistance then -- make it easy for the camera to pop in towards the player
if self.curOcclusionTween ~= nil then
self.curOcclusionTween:Cancel()
self.curOcclusionTween = nil
end
if currentTime > self.lastOcclusionReachedTime + self.timeUntilZoomOut and self.lastOcclusionDistance ~= 0 then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut * 2 -- double time until zoom out if popping in repeatedly
elseif self.lastOcclusionDistance == 0 and self.timeUntilZoomOut ~= self.defaultTimeUntilZoomOut then
self.timeUntilZoomOut = self.defaultTimeUntilZoomOut
end
if occlusionDistance / self.normalOffset.Z > 0.8 and self.timeLastPoppedWayIn == 0 then
self.timeLastPoppedWayIn = currentTime
end
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
else -- make it hard/slow for camera to zoom out
self.isZoomingOut = true
if occlusionDistance > self.lastOcclusionDistance - 2 and occlusionDistance ~= 0 then -- reset timer if occlusion significantly increased since last frame
self.lastOcclusionReachedTime = currentTime
end
-- If occlusion pops camera in to almost first person for a short time, pop out instantly
if currentTime < self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.lastOcclusionDistance / self.normalOffset.Z > 0.8 then
self.lastOcclusionDistance = occlusionDistance
self.lastOcclusionReachedTime = currentTime
self.isZoomingOut = false
elseif currentTime >= self.timeLastPoppedWayIn + self.defaultTimeUntilZoomOut and self.timeLastPoppedWayIn ~= 0 then
self.timeLastPoppedWayIn = 0
end
end
--Update occlusion amount if timeout time has passed
if currentTime >= self.lastOcclusionReachedTime + self.timeUntilZoomOut and not self.zoomState then
if self.curOcclusionTween == nil then
self.occlusionTweenObject.Value = self.lastOcclusionDistance
local tweenInfo = TweenInfo.new(self.tweenOutTime)
local goal = {}
goal.Value = self.lastOcclusionDistance - self.normalOffset.Z
self.curOcclusionTween = TweenService:Create(self.occlusionTweenObject, tweenInfo, goal)
self.curOcclusionTween:Play()
end
end
hmm interesting, i will try this
line 430 its empty bro
blablablablabla
It’s in the module called Shoulder camera btw I tried on mobile if you aim close to the wall your camera will go through.