Stopping camera from following a target #342
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jjolmo
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Oh. I'm sorry. I just saw that we need to use .Set, not .Call in c# |
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Reopening. Doesn't seem to do anything:
Is there some way to just stop the camera from following a node? |
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Hmm.. I managed to solve the issue by creating two cameras and alter the priority like this:
but I this would not solve the question of just stopping a single camera |
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Hi! I want to know if there's some exposed variable to stop the camera from following a node, at least temporarily.
I just found that should_follow = false will do the trick, at least in the play editor. But I haven't found out how to change it via code.
I'm using Godot c# so this is a bit more complex to interact but finally, it should work like this:
which is a similar way to do other functions like this:
Sadly, calling should_follow gives error "Invalid Call. Nonexistent function "should_follow" in base Godot.Node2D"
So. How can we prevent the camera to follow a target via code?
Thanks!
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