For those having trouble with scroll zoom, please make sure all the variables have correct value Camera pos int: 0 Camera Zoom difference: 250 (almost certain this will be 0 so it doesn't work) Max cam pos: 3 Default spring arm: 1650 To make sure the scroll is working use the Print string at the end of each branch set and when you hit play you should see a "hello" or whatever string you write, when scrolling up or down
thank you, very nice tutorial! No bs, straight up just step-by-step instructions, and easy to follow. I literally just started messing around with UE5 today and was able to keep up and get the camera zoom to work with no problems.
This is one of the best tutorial I have ever came across during the last few years of using unreal. Never thought about doing something like this. genius!! thank you so much
Its a really good tutorial, straight to the point. Maybe a few explanation of what its happening will be good, but step by step it just worked so many thanks!
it would be amazing if you don't race when selecting things from a list, I have no time to see what you're clicking and I had to pause the video like 7000 times
Thank you for this tutorial, It's straight to the point, and it is hard to follow to input method simply cause of the "enchants input" Hopefully there is an updated tutorial on that but everything else even the music choice was great.
@nibirkhan8568 yea I might have to but a need it the rotation Camara, but if you have the money ( there is a powerful plug in your cameras ) but 😁 I'm trying to save money
You're welcome! It shouldn't be too difficult using enhanced inputs as they contain the same functionality, it's just renamed. Look up a tutorial on how to add new enhanced input maps and you should be able to recreate this with the new system.
This is an Awesome Tutorial. I just need to figure out how to cancel the character Auto Move to target location when Click Move is used. Along with Camera Collision Control of some kind.
This tutorial is the best you can find, but I have a question is it hard to set the default camera to max length? how can I do that? I tried to set the spring arm position default+zoom difference but it didn't work.
Man! Thank you for this awesome tutorial, but I have one question, with this code how can I go with the minimum zoom like -200 to go from third person like to first person.
@@UE5Poseidon haha, was wondering the same. guess not only camera switch but also control, orientation, etc needs to be changed. It'd be awesome if you can teach us.
thank you a lot ! work like a charm edit: sometime but not everytime , i cant use the right click .... i think is because i use a main menu , if i play from the menu 1/2 time the camera right/left move is not working (no error) but if i play the game from the demo level , everything work well. How can i fix it please? that total break my project and im almost at the end please ...
When completing the rotating camera on right click drag, when compiling it gives an error because "(self) is not a Player Controller, therefore TARGET must have a connection" was there something i did wrong?
I have another question. I'm trying to implement the movement in 5.3 with the keypad. I was able to do it but when i change th eposition of the camera, the movement went wrong. How would you map the keys since now it uses the Enhanced Input action? Also, I want ma camera to rotate only on the yaw, how can I make it possible while still being able to configurate correctly the movement key movement. I hope you can help me. Thank you !
Gone through the video 3 times now and I can't see where I made the mistake but for some reason when I added the "Set Relative Rotation" from the last part of the video, whenever I start the game It's like the camera is frozen in place and stutters every time I try to move it by the right click.
Hey, thanks for the time and effort you put into making this tutorial! I've been having trouble finding something like this, so it was great to see you made this video. One thing I'm trying to figure out is how to rotate the CameraBoom by pressing the Up, Down, Left, and Right arrow keys, effectively just rotating/pivoting the CameraBoom to face North, East, West, and South depending on the arrow key you press. If you could please help me with this, I would greatly appreciate it!
Hey thank you for your awesome tutorial !! Just have a question. My zoom is working great but when i push the wheel of the mouse forward the zoom decrease and when i push the zoom backwards it zooms in. So it's not very intuitive. DO you know why it's happening ? Agin, thank you for the tutorial !
No problem! Camera can be set to a default view by setting the control rotation. Get the player controller, then set control rotation. As for double clicking, there should be other videos on it, it is quite difficult to explain through text.
From following the Zoom In/Out part of the tutorial, my blueprint does not work correctly. Instead of zooming in/out it scrolls up and down, do you know what I could have possibly done wrong?
select "SpringArm" and there will be a setting called "Enable Camera Rotation Lag" under the "Lag" section, check that box and you should be good to go!
@@guyens Dude your are my hero for today. Like literaly saved me from a bug hunting session that lasted for way to long than I can comfortably admit xD.
Untick the context sensitive box which you see when you right click in the blueprint and search for it. They might have also changed the name due to the enhanced action events but I think the other one should still be there.
Even if I rotate the screen with the mouse, my character moves in the same direction when I press w. For example, when I press w after I rotate it 90 degrees, it goes to the left.
I was able to fix this by a) Replicate the camera movement logic from third person template (i.e use 'add yaw control rotation' node, likewise for pitch). and b) On spring arm component, enable 'use pawn control rotation'
Im looking for help to use the new input system to control pawns (Not characters with a movement com) but standard pawns. been playing around with "add actor world offset" but getting that to work with rotating the pawn using the mouse (as you would playing a character in an FPS) is just not working. any ideas or links would be great. cheers
It's generally much better to just use a character as it is essentially a pawn itself just designed for being controlled and moved. But if you want to use a regular pawn, maybe try adding a spring arm and camera first and copying over the mouse logic from the player character. If that doesn't work then perhaps just add rotation to the camera on mouse x and mouse y input events.
amazing video !! would be nice if you could do one video in the future when you rotate spring arm you dont see mouse and it stays in place would be much better dont you think so too ?
follwoing this tutorial I got mouse wheel zoom in and out to max limit but on zooming in it keeps zooming into player character, is there a way to set max zoom out and max zoom in?
Brilliant tutorial! just one question: how would I go about making so that moving with WASD cancels my previous mouseclick? because now if I click somewhere and want to move with WASD or just accidentally click while moving, its forces the character towards the click and the command doesn't cancel until completed. Thanks!
hi man nice tutorial i got one problem but i fix it all love man keep it up btw when i use the mouse to move and was the player dont change the the movmint like if i go up using the mose and use the (s) key the player just stop moving is like the player try to go in both way in the same time and idiea why it happen ?
If you want to remove moving using wasd keys completely you can just remove the input events for it. If you want to disable it while moving after clicking, then you can add a variable that checks if the player has reached the clicked location which is set to true only after they move to that location. If the variable is false then add a branch that stops wasd movement.
how do I make it to where the camera is always locked behind the player character so its always pointing towards their back? Also how do I make it to where I don't have to click in order to be able to use the wasd controls aswell as remove the right click being able to move the player character around?
Remove the camera/mouse input so the player can't use it anymore and set the default to be behind them. On event begin play, get the player controller and set input mode to game only. The right click isn't moving the player around I think by default but if it is, then look for the input event for right mouse button and remove the part where it is adding movement input.
@@UE5Poseidon Tested this a bit further. On a 3080 with the standard top down template, the pitch and yaw produces an artificial stutter but the zoom in feature is smooth. The game is running at 165 FPS, I can only assume that the lag others are experiencing is related to some issue with the pitch/yaw camera motion. Secondly, what is recommended to have the swing arm automatically handle collision such to not move the camera through static objects in the world?
Hello, thank you very much for the video! I was wondering if you'd happen to know a way to work around the top down template bug of not being able to bake lighting? Thank you very much in advance
Awesome tutorial just curious on how you can limit certain camera movements with the blueprints? *I'm trying to make a top down view for the character where you can freely move on the x axis but the y axis is limited, I'm new and trying to figure it out is a headache
@@UE5Poseidon it can but I'm hoping to limit the how far it can, because I want a top down view, but not have it where you can move the y axis so much it turns into 3rd person view
@@spuffles2104 damn I apologise again for the such late response. TH-cam doesn’t notify of reply’s to comments for some reason. In order to limit the camera movement you will have to add a branch and get the current camera rotation and if it’s under a certain value you can change. Alternatively, you could use the clamp node which is better to be able to define a minimum and maximum rotation.
Thank you so much for this! But I have a problem, when it comes to rotating the camera. I can't find the "Get Spring Arm." Do I have to create it? Because it wasn't there when I tried to search it. :( Edit: I managed to make it work. I made a mistake when it comes to linking the nodes
Not only did this work great but it let me customize exactly how I wanted my camera with all the variables in the logic. Thank you so much for posting this. The end was a little tricky but I eventually got it. For games where the camera auto zooms in or out depending on the scene is that AI or advanced code? I swapped the < and > signs for the mouse scroll too (I think thats ok but not 100 percent sure).
@@UE5Poseidon When creating a game with the top-down shooter package, rotation and zoom do not work. There is a suggestion that this needs to be configured in the Player Controller
Project files available at: www.patreon.com/posts/unreal-engine-66621842?
For those having trouble with scroll zoom, please make sure all the variables have correct value
Camera pos int: 0
Camera Zoom difference: 250 (almost certain this will be 0 so it doesn't work)
Max cam pos: 3
Default spring arm: 1650
To make sure the scroll is working use the Print string at the end of each branch set and when you hit play you should see a "hello" or whatever string you write, when scrolling up or down
i did that but for some reason it dont work
it can only zoom in cant zoom out do you know why i been trying to make it work but it wont work
Did you set the clamp min and max values correctly?
thank you, very nice tutorial! No bs, straight up just step-by-step instructions, and easy to follow. I literally just started messing around with UE5 today and was able to keep up and get the camera zoom to work with no problems.
It is always the simple video where people talking through text editor that helps the most. Thanks! xD
This is one of the best tutorial I have ever came across during the last few years of using unreal. Never thought about doing something like this. genius!! thank you so much
No problem :D Glad to be helping!
Took me around 12 hours to do due to my incompetency but it works very well so thank you :)
Its a really good tutorial, straight to the point. Maybe a few explanation of what its happening will be good, but step by step it just worked so many thanks!
The code that is given to me when trying to scroll does not work.
same
Right click doesn't move the camera for me it still moves the character but so does WASD please help, nothing looks wrong
idk why the scroll isnt working i double checked and stuff to can someone pls help
I have the same issue
it would be amazing if you don't race when selecting things from a list, I have no time to see what you're clicking and I had to pause the video like 7000 times
you can slow video like 0.5
@@Jedence3Deven .25 now
@@audiogus2651 .25 is the way
Thank you for the video, it works well but I have an issue with the camera zoom in and out. It`s not working...
Fabulous tutorial! ez to follow and having all purposes explained well. Really appreciate it.
Thank you for this tutorial, It's straight to the point, and it is hard to follow to input method simply cause of the "enchants input" Hopefully there is an updated tutorial on that but everything else even the music choice was great.
@nibirkhan8568 trying to now
@nibirkhan8568 yea I might have to but a need it the rotation Camara, but if you have the money ( there is a powerful plug in your cameras ) but 😁 I'm trying to save money
You're welcome! It shouldn't be too difficult using enhanced inputs as they contain the same functionality, it's just renamed. Look up a tutorial on how to add new enhanced input maps and you should be able to recreate this with the new system.
thank you so much i have been trying to do this for 3 weeks thank you !!!
Please, could you make a tutorial on top dawn aiming with the mouse cursor?
Great tutorial so far, but I'm having one small issue, the get look yaw function doesn't show up when I search for it, please advise
This is an Awesome Tutorial. I just need to figure out how to cancel the character Auto Move to target location when Click Move is used. Along with Camera Collision Control of some kind.
I'm not entirely sure without looking at the code but there should be an input for the left mouse button somewhere which you can just delete.
thank you! Everything works perfectly and with some adjustments I made it exactly I wanted it to look :) thanks again!
I have i question, If i want to use this inside of Character_BP i dont have access to "is input key down" what i should use ?
This tutorial is the best you can find, but I have a question is it hard to set the default camera to max length? how can I do that? I tried to set the spring arm position default+zoom difference but it didn't work.
Thanks! You can change the target arm length default value of the camera.
can you make more topdown videos or RTS, survival,etc. thank you so much
Your Tutorial Videos Are Very Useful For Making Games! ♥
Thanks!
the character trembles when turning when the mouse is on
Did you find a fix?
@@donkeymilk9050 Yes. Try node Set Input Mode Game and UI(DO not Lock, Hide cursor - true)
And how to do it, for example, so that you don't turn the mouse, but Q and E?
For anyone struggling with the inverted zoom, flip the camera zoom difference to -250 and it'll fix it.
Man! Thank you for this awesome tutorial, but I have one question, with this code how can I go with the minimum zoom like -200 to go from third person like to first person.
Do you want it so that once you zoom in enough it snaps to first person instead?
@@UE5Poseidon haha, was wondering the same. guess not only camera switch but also control, orientation, etc needs to be changed. It'd be awesome if you can teach us.
thank you a lot ! work like a charm edit: sometime but not everytime , i cant use the right click .... i think is because i use a main menu , if i play from the menu 1/2 time the camera right/left move is not working (no error) but if i play the game from the demo level , everything work well. How can i fix it please? that total break my project and im almost at the end please ...
Are you setting the input mode correctly when the level opens up?
@@UE5Poseidon yes , but im gonna look more , i think i maybe put a -1instead 1 value into Input var
At 1:58 how did you create that "Set" node without selecting it from a list?
Oh, okay...you dragged it from the left panel to the "True" value. Got it! Thanks!!
You can hold down Alt and let go for "Set" and hold control and let go for "Get"
I cant get the nodes "Get Look Yaw" and "Get Look Pitch", what could I be doing wrong? Im using UE5
Get the “IA_Look” and split the struct pin
@@UE5Poseidon Tks, I will try that.
It's possible a hold/toggle to walk tutorial parting from this?
What do you mean? The player presses a key and they will keep moving until they press it again?
@@UE5Poseidon No i mean, if you are in keyboard, when you move the character by default run, is possible make a key to hold to character walk?
When completing the rotating camera on right click drag, when compiling it gives an error because "(self) is not a Player Controller, therefore TARGET must have a connection" was there something i did wrong?
Add the correct target for the node where the error is coming.
I have another question. I'm trying to implement the movement in 5.3 with the keypad. I was able to do it but when i change th eposition of the camera, the movement went wrong. How would you map the keys since now it uses the Enhanced Input action? Also, I want ma camera to rotate only on the yaw, how can I make it possible while still being able to configurate correctly the movement key movement.
I hope you can help me.
Thank you !
You can use Mouse X/Y and get mouse X/Y instead for both pitch and yaw
Gone through the video 3 times now and I can't see where I made the mistake but for some reason when I added the "Set Relative Rotation" from the last part of the video, whenever I start the game It's like the camera is frozen in place and stutters every time I try to move it by the right click.
Hey, thanks for the time and effort you put into making this tutorial! I've been having trouble finding something like this, so it was great to see you made this video.
One thing I'm trying to figure out is how to rotate the CameraBoom by pressing the Up, Down, Left, and Right arrow keys, effectively just rotating/pivoting the CameraBoom to face North, East, West, and South depending on the arrow key you press. If you could please help me with this, I would greatly appreciate it!
And sorry, I forgot to mention that I am using version 5.1, so things are a bit different here.
thank you this helped, but is there a way I can make it so that my mouse cursor can extend the rotation past the screens edge when right clicking?
Hey thank you for your awesome tutorial !! Just have a question. My zoom is working great but when i push the wheel of the mouse forward the zoom decrease and when i push the zoom backwards it zooms in. So it's not very intuitive. DO you know why it's happening ?
Agin, thank you for the tutorial !
Never Mind, I found the problem haha, I forget one of the multiply!! So thank you again for you work !
Wow! Thanks for the tutorial! UE4 Poseidon, how I could implement a feature to reset the camera to "default" when double clicking with right mouse?
No problem!
Camera can be set to a default view by setting the control rotation. Get the player controller, then set control rotation. As for double clicking, there should be other videos on it, it is quite difficult to explain through text.
From following the Zoom In/Out part of the tutorial, my blueprint does not work correctly. Instead of zooming in/out it scrolls up and down, do you know what I could have possibly done wrong?
You are probably changing the wrong value then. Make sure you are changing the target arm length to zoom in/out.
Camera movement with the mouse does not look smooth. It looks like there is a blur or lag problem, how can we speed it up?
select "SpringArm" and there will be a setting called "Enable Camera Rotation Lag" under the "Lag" section, check that box and you should be good to go!
That blur may be because of motion blur which you can turn off in the camera settings
@@UE5Poseidon Thank you, when I did as @guyens said, the problem was solved.
@@guyens Dude your are my hero for today. Like literaly saved me from a bug hunting session that lasted for way to long than I can comfortably admit xD.
well done tutorial, thank you for your time and effort.
Really trying to get this to work with the enhanced input mapping instead.
Look up a video on enhanced input mappings. It shouldn't be too difficult as it contains the same functionality, though it's been renamed.
hi thank you for the video. But in ue5.2 i couldnt find the (input key down) i searched every name but i couldnt find please help me for this
Untick the context sensitive box which you see when you right click in the blueprint and search for it. They might have also changed the name due to the enhanced action events but I think the other one should still be there.
@@UE5Poseidon thank your for your answer bless you. I found the inputkeydown with putting the right que step by step
Thank you! Is there also a option for 'jump' ?
Not in this but it is really to add just add the jump node when space is pressed
@@UE5Poseidon Thanks for the fast respons! learning alot from your videos!
Even if I rotate the screen with the mouse, my character moves in the same direction when I press w. For example, when I press w after I rotate it 90 degrees, it goes to the left.
How can I fix it sir?
Problemi çözebildin mi dostum ?
I was able to fix this by a) Replicate the camera movement logic from third person template (i.e use 'add yaw control rotation' node, likewise for pitch). and b) On spring arm component, enable 'use pawn control rotation'
how can I limit x and y axis ? i can see underneath of your character and under landscape
There should be a setting called view pitch min and max in the get player camera manager which you can use.
Im looking for help to use the new input system to control pawns (Not characters with a movement com) but standard pawns. been playing around with "add actor world offset" but getting that to work with rotating the pawn using the mouse (as you would playing a character in an FPS) is just not working. any ideas or links would be great. cheers
It's generally much better to just use a character as it is essentially a pawn itself just designed for being controlled and moved. But if you want to use a regular pawn, maybe try adding a spring arm and camera first and copying over the mouse logic from the player character. If that doesn't work then perhaps just add rotation to the camera on mouse x and mouse y input events.
amazing video !! would be nice if you could do one video in the future
when you rotate spring arm you dont see mouse and it stays in place would be much better dont you think so too ?
follwoing this tutorial I got mouse wheel zoom in and out to max limit but on zooming in it keeps zooming into player character, is there a way to set max zoom out and max zoom in?
Use clamp value node to set a min and max value
Brilliant tutorial! just one question: how would I go about making so that moving with WASD cancels my previous mouseclick? because now if I click somewhere and want to move with WASD or just accidentally click while moving, its forces the character towards the click and the command doesn't cancel until completed. Thanks!
I think you could just use a stop movement immediately node when the key is pressed.
@@UE5Poseidon i tried that, then the point to click doesnt work :(, do you have any fixes?
hi man nice tutorial i got one problem but i fix it all love man keep it up btw when i use the mouse to move and was the player dont change the the movmint like if i go up using the mose and use the (s) key the player just stop moving is like the player try to go in both way in the same time and idiea why it happen ?
If you want to remove moving using wasd keys completely you can just remove the input events for it. If you want to disable it while moving after clicking, then you can add a variable that checks if the player has reached the clicked location which is set to true only after they move to that location. If the variable is false then add a branch that stops wasd movement.
The rotation part does not seem to work for me since i can't find the "Is input key down"
Add the "Get player controller" node then drag out of that and add "Is input key down"
@@UE5Poseidon Thanks a lot I could have used that 3 months ago :D But still thanks a lot!
@@rasmusandersen2007 yeah sorry for the late reply
Thanks a lot for the great tutorial man!
how do I make it to where the camera is always locked behind the player character so its always pointing towards their back? Also how do I make it to where I don't have to click in order to be able to use the wasd controls aswell as remove the right click being able to move the player character around?
Remove the camera/mouse input so the player can't use it anymore and set the default to be behind them.
On event begin play, get the player controller and set input mode to game only.
The right click isn't moving the player around I think by default but if it is, then look for the input event for right mouse button and remove the part where it is adding movement input.
thank you for your tutorials i learn a lot any chance you could show us how to reset the camera to where the we have the cursor. cheers
Perhaps in a future video
I have an issue where the camera is laggy when im rotating. How can I fix this?
Is camera lag enabled?
@@UE5Poseidon how do i check this
@@tonkis527 it’s on the spring arm component
@@UE5Poseidon i disabled it but its still laggy. Can it be from low frame rate or the camera distance being too far from the character
@@UE5Poseidon Tested this a bit further. On a 3080 with the standard top down template, the pitch and yaw produces an artificial stutter but the zoom in feature is smooth. The game is running at 165 FPS, I can only assume that the lag others are experiencing is related to some issue with the pitch/yaw camera motion.
Secondly, what is recommended to have the swing arm automatically handle collision such to not move the camera through static objects in the world?
for is input key down im getting a error saying there has to be a target how did u solve that
Get Player Controller
Hello, thank you very much for the video! I was wondering if you'd happen to know a way to work around the top down template bug of not being able to bake lighting? Thank you very much in advance
Awesome tutorial just curious on how you can limit certain camera movements with the blueprints? *I'm trying to make a top down view for the character where you can freely move on the x axis but the y axis is limited, I'm new and trying to figure it out is a headache
Do you mean the player should not be able to move at all in the y axis direction?
@@UE5Poseidon it can but I'm hoping to limit the how far it can, because I want a top down view, but not have it where you can move the y axis so much it turns into 3rd person view
@@spuffles2104 Sorry for late response. Did you mean camera movement or the player movement?
@@UE5Poseidon camera movemnt 🙏
@@spuffles2104 damn I apologise again for the such late response. TH-cam doesn’t notify of reply’s to comments for some reason.
In order to limit the camera movement you will have to add a branch and get the current camera rotation and if it’s under a certain value you can change. Alternatively, you could use the clamp node which is better to be able to define a minimum and maximum rotation.
any chance there will be one for EIS?
What's EIS?
the new input system, enhanced input system, its way overcomplicated when i looked into it compared to the old system@@UE5Poseidon
On point! Please keep it coming!
Greetings from Korea in 2024. best lecture :)
Thanks so much man!!
Worked wonders appreciate it!
You're welcome!
Awesome video my dude
非常感谢 找到我需要的教程了.
不客气。真的很高兴能帮上忙!
Thank you so much for this! But I have a problem, when it comes to rotating the camera. I can't find the "Get Spring Arm." Do I have to create it? Because it wasn't there when I tried to search it. :(
Edit: I managed to make it work. I made a mistake when it comes to linking the nodes
thanks for the tutorial very very good
looks really nice, do you think that it can be done in an UE4 third person template?
The zooming parts can but not the camera rotating since the mouse usually controls that in third person
hello and thanks .. can you provide us with the source of orbital camera blueprint !
I used the default template for UE5, it will be there in all installations
Not only did this work great but it let me customize exactly how I wanted my camera with all the variables in the logic. Thank you so much for posting this. The end was a little tricky but I eventually got it. For games where the camera auto zooms in or out depending on the scene is that AI or advanced code? I swapped the < and > signs for the mouse scroll too (I think thats ok but not 100 percent sure).
Glad it helped!
Thank you for this tutorial!
You’re welcome
It looks so smoth! Perfect video mate! Continue the good work. Me looking at my project in the end of the Video..... -> MY PRECIOUS!!! ^o^ xD
Haha, thanks a lot man! Nice Lord of the Rings reference :D
i miss notepad tutorials
😂 It got a lot of mixed comments. Lot of people don’t like these old style tutorials so I started doing robot voiceover recently
soooo thanks.. man you best
Please someone how to do it for mobile?
perfect! thanks
thnx for tutorial nice! :)
is not working for me sir :(
Which part is not working?
@@UE5Poseidon the part of scrolling...
@@boomttv2400 make sure you connected the interp code to the event tick and you can debug using print strings to check if the value target is changing
5:30
Why they do it so complicated even with blueprint...
Why not working ?
Can you explain a bit more what is not working so I can try finding the problem?
@@UE5Poseidon
When creating a game with the top-down shooter package, rotation and zoom do not work. There is a suggestion that this needs to be configured in the Player Controller
@@DENGENBAV1 do the code in the player controller and see if it works.
You just earned yourself a sub! Wow, this was fantastic, easy to follow and fast.
More like you earned yourself a teacher...
Sağ tuşa basınca dönemeyenler, karakterin spring arm ı içerisindeki inherit pitch ve inherit yaw düğümünün tikini kaldırın.
OBRIGADO, OBRIGADO, OBRIGADO.
De nada :D !
I just zapped through it real quick. JUST GET A MICOPHONE and you would be already at 100k subs.
Yeah I probably would be doing a lot better if I did voiceover. I used ai voice in recent videos however.
oopps amazing
Thanks 😊
maybe slow down a little i kept having to pause every 2 seconds to switch to unreal engine and copy you.
hey do you have social media? I want to follow. also awesome video!
Hey! Thanks a lot! And unfortunately not, I don't sorry.
u got discord ? :)
The environment and characters seem to vibrate almost when I rotate the camera any idea on how to fix this? please help