Spielerando

The camera behind the character goes through walls or snaps back and forth

A camera that hangs behind the player ends up inside pillars and walls, hiding everything. Pushing it forward helps, but doing it in both directions at the same speed makes it flicker when walking past posts. Here is a fast pull-in and slow return, and what to do very close.

Why this works

Showing the inside of a wall is worse than showing a close view, so coming closer must be immediate. Going back out can wait, because a slow return hides the flicker of passing posts and spares the eye.

When not to use it

Not suitable for games with a fixed or top-down view, where nothing stands between the camera and the character, and tricky in very tight indoor spaces. There, a camera that cuts to a better angle, or fades the walls out, works better than squeezing in.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 17 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 camera behind the character goes through walls or snaps back and forth" (read_entry third-person-camera-pulls-in-at-walls) 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