GodotVCamera
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Avoid Wall Clipping
There should be an Effect that raycasts from its local origin in a given vector and positions itself at the hit position (or the given vector if nothing was hit).
This would allow for cameras that maintain a specific distance from a target position without clipping through a wall.
There's built in SpringArm node which does exactly that. However, combining it with Orbiter effect is difficult. I think node which would take 2 nodepaths as exports (from, to) would make for most flexible solution.