Move the camera closer when walking into a hut, without flickering at the doorway
A camera that backs off in the open and moves in under a roof is a great idea until the player stands in the doorway and it jitters in and out. Here is how to decide when it counts as inside, so that the move is smooth and never rapid-fire.
Why this works
A decision made from noisy signs will flip whenever the signs wobble around the dividing line. Measuring how covered you are as a gradual share, asking for a clear margin to change, and then waiting a moment before changing back keeps each decision firm.
When not to use it
Skip it when the player's view must stay the same for fairness, such as in a competitive match, or in a game where the building layout is open and doorless. Keep one fixed distance, or let the player pick the zoom.
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
- 35 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 "Move the camera closer when walking into a hut, without flickering at the doorway" (read_entry camera-pulls-in-indoors-without-flicker) 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