Comments (5)
Hmm, I admit I didn't test this with go.animate, though I'm not too surprised to hear that it works this way. The camera shake is applied in a "post-update"βthe camera sends a message to itself every update and runs the code in the message response, so it's guaranteed to happen after all normal update() functions run. But I guess the engine updates animations after that.
I think the easiest way to solve your problem is to stick your camera on another game object, and animate that. No custom code needed.
from rendercam.
Yes of course! Definitely the easiest way right now. Closing issue.
from rendercam.
You can write your own easing functions and apply screen shake amount to that over time. I've done this before and it works great. It could become a part of this too.
from rendercam.
@subsoap Do you mean applying shake via rendercam.shake or to the position animation of the rendercam object?
from rendercam.
You use your custom easing function to apply the movement animation over time, and then apply the shake value to it before you set the camera position. I've done it with rendercam.
from rendercam.
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from rendercam.