Overriding game camera in embedded game window should disable Input. #11594
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It will take an effect by freezing the game camera while allowing you to control the character. This is important when you want to preview animations and the like when the game is running. Therefore, I wouldn't disable the Input mode when the game camera override is enabled. Instead, I would modify the game camera override tooltip to mention that Input will take priority over being able to control the game camera. We could also add alternative keyboard shortcuts for the game camera override that the Input mode will ignore, but we can't do this for the default WASD as it's used to control most game characters. At this point, it may just be better to have keyboard shortcuts to cycle between the Input/2D and Input/3D modes so you can choose whether to control the character or the camera quickly. |
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This is for Godot 4.4 Beta 1 .Net.
The following image is the embedded game window.

When the Input button is selected, the developer wants the game to read inputs as normal. This is the current behavior, no issues here.
When 2D/3D are selected, the Input button is de-selected. This is because developer wants to perform selection of 2D/3D nodes. This is the current behavior, no issues here.
When Override Game Camera is selected, it does NOT de-select the Input button. Hence, it is possible to have both Override Game Camera and Input selected. The Input takes preference, meaning the Override Game Camera has no effect. Only when Input button is manually turned off does the Override Game Camera work.
I feel that selecting Override Game Camera should automatically de-select Input button. This would make it consistent with the behaviors of 2D/3D Buttons, as the intention of turning on Override Game Camera should mean it takes preference over Input. It is an Override, after all.
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