When the camera collides with low ceilings it compresses the distance to the player (zooms in), which causes some jarring camera motion in tight spaces, especially when jumping. I tried messing with lag but it’s only a half-solution.
I feel like I just need to limit the camera world height to just below the ceiling so it doesn’t collide and shoot forward. My instinct is to use a line trace up from the camera to detect when it gets close and then “freeze” the z axis. When I try it I get clipping, weird positioning, etc. And I still have to figure out how to “unfreeze” it properly. This is what I have so far. Am I chasing a feasible solution or is there a better way?
