The character turns back the moment the camera angle changes while I hold the stick
In games with fixed camera angles, walking across a boundary swaps the view, and the stick suddenly means a different direction. The character does a U-turn or runs in circles. Here is the rule that keeps movement steady and when to let go of it.
Why this works
A direction the player is holding is a decision already made. Keeping it meaning the same thing until they let go respects that decision, and the moment they let go is when the new view can safely take over.
When not to use it
Not needed when the view follows the player and never jumps, or when the controls are tied to the character instead of the screen, such as a tank steered left and right. Also reconsider it where a cut is sudden and the player needs to react.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 20 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "The character turns back the moment the camera angle changes while I hold the stick" (read_entry camera-keep-controls-steady-after-a-fixed-angle-cut) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP