Camera: smooth the walk look-ahead + pull default zoom in (feel)
The movement look-ahead added its 2.5u lead raw onto the framed point and smoothed only the final camera position, so the lead target snapped with the instantaneous input -- start/stop panned the view and reversing direction swung it ~5u (the jarring walk-shift). Fix with the genre-standard separate view-position technique: ease a dedicated _leadOffset toward the desired lead via a new gentle LeadSharpness knob, independent of FollowSharpness. Cut the lead magnitude 2.5->1.0 (AimLeadDistance, 0 = fully centred like Diablo/PoE) and pull the default zoom 16->13 (~19% closer). Code defaults + the live Game.unity Main Camera values both updated. See 2026-06-11_Camera_Feel_LookAhead_Zoom. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -9476,14 +9476,15 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier: ProjectM.Client::ProjectM.Client.PrototypeCameraRig
|
||||
Pitch: 45
|
||||
Yaw: 0
|
||||
Distance: 16
|
||||
Distance: 13
|
||||
TargetHeight: 1
|
||||
Orthographic: 0
|
||||
FieldOfView: 55
|
||||
OrthoSize: 10
|
||||
FollowSharpness: 8
|
||||
FallbackTarget: {x: 3, y: 0, z: 4}
|
||||
AimLeadDistance: 2.5
|
||||
AimLeadDistance: 1
|
||||
LeadSharpness: 3
|
||||
--- !u!1001 &331498972
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
Reference in New Issue
Block a user