With Experimental Physics enabled in project settings, fort_chararter.GetViewRotation() always returns a constant value.
Please select what you are reporting on:
Verse
What Type of Bug are you experiencing?
Character
Steps to Reproduce
Make a new creative_device that gets player’s view rotation through fort_chararter.GetViewRotation()
Print player’s view rotation
Expected Result
Player’s view rotation should get player’s camera rotation
Observed Result
Player’s rotation is always at constant: Axis: {x=0.000000,y=0.000000,z=1.000000} Angle: 70.001099
or Yaw: 70.001099, Pitch: 0.000000, Roll: 0.000000 after converting the rotation through .GetYawPitchRollDegrees()
ohhhh is THAT why my sweeps were being so weird in 3D?!? After some panicking: I thought I just accidentally added worldspace/playerpos to the Displacement (viewrot*10m) due to re-using the var for debug_draw.DrawArrow()… but maybe I imagined that, and it was just euler-lock practice
edit! haha yup! All along, It was just because I enabled physics in that playground lol!
BTW I tried with both versions of SpatialMath and same issue, I guess they will make a GetViewRotation() for LUF that will prob work in the physics playground later.
I’m using GetViewRotation to determine where the player is looking so they can interact with objects. Normally, when I take the forward vector and multiply it by 3000, it correctly draws a line toward the player’s view direction.
However, as soon as I enable physics in the project settings, GetViewRotation stops updating. The forward vector always points in the same fixed direction, and when I print the values, they stay constant—even if the player is spinning around.
This makes it impossible to use physics without breaking view-based interactions, and I know all the other creators are running into the same problem.