How to setup movement relative to the camera?

Hello guys!

I’ve been recently working on a level design and part of it is to change view in different situations e.g. platforming like here:

The problem is once I leave third person view, controlls move according to last positon in third person view which makes it uncomfortable to play. How can I fix that?

From technical point of view it works like this: there is trigger box that causes camera to change position to actor in the scene. Once the player leaves, everything comes back to normal.

So if I hold Left, I’d move along this ledge (rather than fall)?

image

Yes, exactly.
How do I control that?

We’d need more details, how’s this scenario:

Am I supposed to hold just Left as the camera smoothly follows the character? Not sure how the mechanics is supposed to work. The methods comes to mind:

  • transform the controls according to the camera but there are too many unknowns at the movement to suggest something tangible
  • or lay down a spline whose direction can be used by the characters; but then again - not sure what other issues this may present without knowing what other movement behaviours are necessary

there is trigger box that causes camera to change position to actor in the scene. Once the player leaves, everything comes back to normal.

  • is this a static view, or will the camera pan / follow char / change orientation?
  • will there be turns at odd angles, or just 45 / 90 deg sharp turns?

And, finally, perhaps there’s no need to get the camera involved whatsoever and you can instead rotate the movement vector by, what seems to be, 45 degrees here. You could even place collision boxes and use their orientation to trigger the change. Rotating a vector looks like this:

image