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rgrams avatar rgrams commented on August 18, 2024 1

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"β€”the 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.

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karlmacklin avatar karlmacklin commented on August 18, 2024 1

Yes of course! Definitely the easiest way right now. Closing issue.

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subsoap avatar subsoap commented on August 18, 2024

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.

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karlmacklin avatar karlmacklin commented on August 18, 2024

@subsoap Do you mean applying shake via rendercam.shake or to the position animation of the rendercam object?

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subsoap avatar subsoap commented on August 18, 2024

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.

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