Movement on camera change

I am creating an old resident evil style camera system where on a trigger the camera switches to another point. I have that set up but I was wondering how I can change the movement input to match up with these new cameras instead of the default third person camera.


1st can you provide the example of it since there could be many ways to achieve end result.

If you want some movement with respect to a new camera possibly we will need to change input mapping context to match movement desired or movement logic itself.

Put some example and describe step by step please , we help.

Old RE games have tank controls where the controls are relative to player. So move forward is about forward vector (input axis*forward vector = add movement vector) and then you do the turning with adding rotation.
Fun thing is that the RE1 Remake’s Remaster with the new modern control scheme ruined it as they both trivialize the game and also break the relative to player character movement. Meaning when camera angle changes slight stick movement can cause your character to make a full 180 turn. You know what i’m talking about if you’ve played it.

Understood.

You can simply get the angle delta between camera forward and control forward and add it to “MovementInputVector” and it will just work.

Ofcourse do take the right camera’s forward vector when camera changed. This method even will work with a security camera even that is moving.

I played resident evil and some more ancient games too :t_rex:

Addition: If you want to keep controls always relative the camera without those turns etc you mentioned, think RE1 have that and think it was on MGS, something like below should work for you.

Let me know


I have tried some of the suggestions here but I dont know if thats what I need. Im trying to use WASD controls on a camera like this that turns and follows the player from an angle. I need the controls to reset upon activating a new camera because when I go into the new cameras area it feels like the controls are flipped

I am not sure I understand the question,

Are you looking for an alternate control, or tank control?

Since you said something

Im trying to use WASD controls on a camera..I need the controls to reset upon activating a new camera because when I go into the new cameras area it feels like the controls are flipped

I understand that you don’t want a tank or a alternate control?

A camera relative control is like this, some older games have it and its good with generally static cameras.


If you use orient character to movement and disable controller yaw it will work. I find this generally more confusing than tank controls but maybe is what you want.

Alternate camera is best works with when you manually change directions depending on player facing…
EX: Player is on a hallway you press S(Down) and it moves, it switches to another camera which is behind player, you still press S(Down) but its moving upwards. If you use automated changes depending on gameplay can be challanging for player even though they press same button.

Sorry, Im fine with how the camera and general controls are currently set up the problem is that I want the controls to match the camera. like when the camera switches to the one I made I believe that the controls and rotations still match the world and not the new camera that it switches to. When it uses the new resident evil style cameras the WASD inputs do not take you in the right directions in terms of this camera and I think it still stays to how the standard third person character is set. Im not really sure the best way to explain this without actually being able to control it yourself.

I want the controls to match the camera. like when the camera switches to the one I made I believe that the controls and rotations still match the world and not the new camera that it switches to.

The above snippet does exactly that, when you switch the camera, also inputs switch relative to camera:

on this A D also moves however if you want turn in place can be done too, just you need to switch yaw inputs that time.

Meaning:
If you are pressing down and character moving to the camera
if you switch to next camera which is on players behind this time,
input will down will make player turn face the camera since its switched to a new camera rotation.

However as player UX it’s more disorienting will be, also keep in you mind your cameras are not static, they are moving. Each time they move their vectors are going to change slightly meaning your players movement too.

If you are looking for alternating movement as said can be done. Here is example of it.

or an example of what you want or a graphic demonstration of its design (paper design) would help us to solve it.

Here is also a simple solution to manually control and switch direction depending on the camera,

If you use similar camera cardinal angles you can always define it for that camera.