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Following some discussion here with @jhnnslmk, some proposals to change camera behaviour wrt the mousewheel:

  • mousewheel dollies in/out (instead of changing FoV)
    • this is in line with the behaviour of Unity's and Unreal's camera
    • movement should have a priority over changing FoV
    • changing FoV should have a modifier key, therefore ...
  • CTRL+mousewheel changes FoV
    • this is also the behaviour of the OrbitCamera
  • rightclick/hold + mousewheel changes movement speed
    • same behaviour as in Unity and Unreal and makes sense
    • note: i left the Shift modifier also in and it acts as a multiplier now (i.e. holding Shift while moving multiplies current speed by a factor). this is similar to Unity's behaviour

to me this feels quite alright, as muscle memory from unity/unreal still applies.
opinions?

one thing still bothers me:

  • dollying forward by turning mouse wheel forward feels totally natural
  • adding the CTRL key + mouse wheel changes FoV in the opposite visual direction (ie. FoV widens, but it should zoom in). this is however the same as for the OrbitCam. we therefore have the dilemma that, CTRL+mousewheel should be inversed, but then it would not behave like the OrbitCam. i feel tempted to ask if we could therefore change the behaviour of the OrbitCam?

opinions?

- mousewheel dollies in/out
- CTRL+mousewheel changes FoV
- rightclick/hold + mousewheel changes movement speed
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