Controls across a cutFixed Angles
How the stick keeps its direction when a fixed camera cuts in, so a player running forward keeps running forward, and the other ways to have it.
In most games movement is relative to the camera: up on the stick runs into the screen. That's right while the camera follows you. When a fixed camera cuts in facing another way it's wrong: a player holding forward would suddenly run sideways, or back the way they came, straight over the border and into the last room's camera again.
So across a cut, Blendable keeps the stick's directions as they were for as long as the player holds it. They let go, or turn a long way, and the controls come round to the new camera.
The rules#
They're on a camera preset's Fixed Cameras line, and on the Follow Camera's own Config where it has no preset.
| Setting | What it does |
|---|---|
| Controls Across A Cut | Keep The Old Direction, the default; Ease Into The New; Switch Straight Away; or Leave The Controls Alone |
| Keep If Turned By | the new camera has to face at least this far from the way the controls point for them to be kept, 10° by default. A cut between two cameras that face the same way changes nothing |
| Stopped Below and Stopped For | slower than this, for this long, and the player has stopped: the controls let go |
| Let Go When Turned By | how far the player can turn the stick from where it pointed at the cut before the controls let go, 60° by default |
| Let Go Over | how long the controls take to come round to the new camera once they let go. Unseen when the player has stopped, a smooth turn when they haven't |
| Keep At Most | a limit on how long the controls are kept, in seconds. 0 is no limit |
| Ease Over | for Ease Into The New, how long the controls take to come round |
| Move Action | an Enhanced Input action to read the stick from. Empty, the character's own movement stands in for it |
A second cut while the controls are kept keeps the first direction: the frame the player is holding is the one they started in.
The other ways#
- Ease Into The New turns the controls round to the new camera over Ease Over, whatever the player is doing.
- Switch Straight Away gives the controls to the new camera at the cut. That suits a game that pauses or slows down for a cut.
- Leave The Controls Alone never touches them. Use it for tank controls, or any scheme of your own that moves the character relative to itself.
One camera its own way#
The preset's rule runs the whole game, and a fixed camera can say something different for the cut to it. Controls Across This Cut, the first line of its Entering And Leaving band, is The Preset's by default, or any of the four ways above: a shot turned right round from the last that should switch at once, say, or a puzzle room that leaves the controls alone.
Turns Round Over under it is that camera's own time for the controls to come round, easing into it or once a kept direction lets go. Below 0, the default, it goes by the preset's Ease Over and Let Go Over. The finer rules, how far is a long way and how long is stopped, stay the preset's.
A camera with Forward Follows The Track on gives the controls the way its Track runs rather than the way it looks: that's the direction they come round to, by the same rules. See Forward along a path.
Go deeperWhy it reads the character's movement
Blendable doesn't move your character: your game does, from the stick, relative to the controller's yaw. So keeping the stick's directions means keeping that yaw, and letting go means easing it round to the camera's. Reading the stick itself needs to know which input it is, which is what Move Action is for. Without one, the character's own travel is the next best thing, and it works with any movement component. While the controls are kept, travel is the stick read in the kept frame, so a turn of the travel is a turn of the stick.