Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Getting more advanced, you could write a script that has the camera move toward the player's position whenever some threshold is exceeded, so the player can make small movements without the camera immediately shifting position, too; be aware, though, that this promotes a different user experience that may or may not be right for your game.
It's actually quite odd that the interface is actually affected by the camera, but I guess I can survive this.
Wait... I wonder... Is it possible to set another camera to handle the interface? Like, that camera to be the interface canvas?
And yes, you can set up another viewport for other elements if you'd like to go that route, but it can get cognitively complex very quickly. In my experience, simpler is better; the less you have to hold in your mind while working on a thing, the easier it is to work on that thing.
I tried adding another camera with different layer settings for the interface, and its elements are still on the same place in the game world, so... Main camera object carrying the interface seems like the way to go.
You're a MvP dude.
That's exactly what I was looking for. Thanks. :)
I was finding it weird that Godot had interfaces but had no way of making it fixed to screen, but I didn't knew about the Canvas Layer.
Again, Thanks :)
My apologies, and thank goodness Mike can read better than I can.