Thanks for the report. We’re looking into these.
Feedback about new Volume device:
Please, add the ability to activate/ deactivate the device by a trigger.
Cameras Feedback:
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It would be very useful to be able to set the target of the Fixed Point Camera, so we can follow players by default, but other creative props if we want to.
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Also, the postprocessing effects that happens when moving (i.e. sliding) are always active while using the cameras. We could make use of a “turn off postprocessing” option while using cameras.
Hi - Thanks so much to the Team for getting the Early Access Version out for us to play with! I wrote some Verse scripts earlier this year to achieve a side-scroller perspective by tracking player positions, etc. but these new tools definitely smoothed out some of the complexities.
A couple of things to point out:
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The ability to specify the Target that the Fixed Point Camera is tracking would be a fantastic addition!
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The ability to provide targets or fixed paths that set the allowable forward direction in the Controller Device would be beneficial.
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The ability to assign the new Camera Devices in the pre-game lobby would also be very useful. In “Punkcats Super Sidescroller Adventure” I set up the spawn area to be used for both the pre-game lobby and the starting location at game start. During testing I noticed the players loaded into the pre-game lobby with the default camera attached. I had not decorated the environment for a 3D experience so I had to disable the pre-game lobby and immediately start the game. What I was hoping to achieve was giving the players a chance to get used to the new controls and camera perspective before the game started.
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On player spawned, the player is sometimes stuck facing the same direction the Fixed Angle Camera is pointing. It appears the way to break out of this is to press the Aim key (Right Click on PC) and move. I’ve attached an image of this occurring below.
The new Volume Devices are very nice. They are simple and resource friendly!
Great Work!
Great work !
Would be cool if “Control Third Person” also had :
- Option to sprint (in direction of movement) , atm it does activate sometimes after 1st death if Sprint is active under World settings.
- Option to have mouse on screen active (and have checkbox option to have character be rotated in mouse direction (all the time or at mouse click) )
Or have API function calls so that we could program custom controllers ourselves
Great stuff! I have four feedback items:
- (as mentioned a few times on this thread) it’d be good to be able to set a custom prop target in the fixed angle camera (instead of just a player) + a hassle of setting up many cameras for multiplayer
- maybe a bit more niche: be able to set a different camera project mode (like orthographic instead of perspective) would be great in some places
GetViewLocation
when called on a player, while using the new camera and gameplay control devices, seems it will NOT return the position the player is facing (unlike with a regular camera and controls), but something else (the camera position?)- when activating a movement modular device on a player (in Verse from any location rather than when a player steps there), it will push player into a single static location (unlike with a regular camera and controls, where it will push players in directions they are facing)
Also, it seems it’s not possible to “sprint” with the third party control and a fixed camera angle, or is there a way to do it at the moment?