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:
2026-06-11 12:13:33 -07:00
parent b55bf2bd98
commit 500eebeff8
2 changed files with 21 additions and 10 deletions
+3 -2
View File
@@ -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