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I have a couple of questions about a camera that has a character set as its parent.
My first issue is that I can't seem to scale my character without affecting the camera. If I set my character's scale to 0.5, it still appears the same size on the screen and the camera appears zoomed in. Likewise if I set its scale to 2, the camera is zoomed out so the character appears still the same size. I'd like to be able to adjust the character's size relative to the other things in the world, but can't seem to do it with the parent arrangement. I tried IgnoreFromParent = Scale on the camera, but it had no affect.
The second issue relates to rotation. I've set the camera to IgnoreFromParent = rotation and this works as expected so that when my character gets rotated for some reason, the camera remains upright, which is what I want. This works as long as the camera's position is set to 0 on the x and y axis relative to the character. But, I'd like to offset the camera by -100 in the y direction so that my character is not in the dead center of the screen, but plays closer to the bottom of the screen. (I should use some fraction of the actual screen height instead of -100). But, the issue is that with the offset, if my character rotates, it now has an effect on the camera such that the camera seems to move right or left horizontally. It doesn't rotate the camera, but the horizontal motion is not desirable. It sort of makes sense that the offset causes this, but I'm hoping there may be a way to eliminate it. I so far haven't found an option that helps with this one so for now my character is center screen. If there is no option with the parent scenario, perhaps I just have to use a timer and set the camera location myself?
thanks again for any help you can offer!