It was used for just that - to reset the camera to its default view/angle. But in the upcoming update, once you select it, it will show one additional panel in which the Reset Camera View button will be stored. The button next to it is Lock Camera Layer. Selecting that will show camera layer control.
This option will essentially allow you to choose a layer that will function as a camera’s center. So you will be able to put it at the top and zoom it out for the maximum distance. But the camera will still be limited by the ground and thus the clipping will never occur. Here is how it will look in practice:
[previewyoutube=CJ2XdOtOYCc;full][/previewyoutube]
Is this the right solution, in your opinion?
This still requires a bit of work on our side. We still have to cover camera behavior in various situations - what if during its movement hole one voxel in size is detected, what if its elevation of one voxel? Coyote time would handle that, but should it even be triggered, as the terrain in our game can get uneven.
Should the camera react to beams? Should it react on the floors that are on the beams? How should it behave if there are walls on those floors on beams and you are in between layers, visibility wise?
Should the camera drop down during the coyote time as fast as it does now? Should holding the right click/middle click on the mouse pause the coyote time?
We have some ideas on how to handle those situations, but covering them all takes time. We’ll get there, and when we do - you will have all of the options mentioned in that [url=https://store.steampowered.com/news/app/1029780/view/6023073831692308558]MMT45[/url] and then you can customize your experience however you want. How about that? Let us know in the comments.
We’ll have more MMTs to share, but we also have to patch the existing update. So have patience, and…
Stay medieval!
[url=https://store.steampowered.com/developer/foxyvoxel][i][b]Foxy Voxel[/b][/i][/url]
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