Camera Deactivation?

For my game Till We Have Faces, there are in-game cutscenes. My only problem is that I only want the camera to go to certain spots when a cutscene happens. Any advice?

1 Like

All I can think of is making the character that the camera centers around invisible and moving that character to the cutscene spot. There might be better ways move the camera though.

1 Like

Yes, that won’t work though because the camera doesn’t allow to even see the spot.

Use the move x and move y inputs. You can use an ease to make it smoother, and then to find the location where you want to go, use an extractor.

1 Like

I tried that, it didn’t work.

Send me the link and I can try to figure it out. Unless you don’t want to release it until your finished.

1 Like

Yes that’s the problem. I can’t finish it until it’s released, and I can’t release it until it’s finished XD

@meburningslime - mabe try creating a “cutscene” object with its own camera. Then you can spawn that object when its time for your cutscene (and remove any other cameras)?

3 Likes

The problem is though, that the camera is in the player object. I know that you could make another separate object for that but it’s not something I’ve done before. I guess I could if I have to though.

You definitely want to move the camera out of your player object. This will give you all sorts of camera flexibility, and it’s not very complicated.

Check out the “custom camera” for a simple, smooth camera example: https://flowlab.io/examples

and watch the “Dynamic Cameras” video here: https://flowlab.io/exploring_flowlab

3 Likes

Oof wish I could, thanks anyways.

I’ll try fixing together some sort of camera.

1 Like

Why can’t you? Shouldn’t be anything stopping you

I think I whipped up something that works, I see what you mean! Thanks @grazer.

1 Like

Why wouldn’t the OG idea that Grazer presented have worked?

1 Like