Carry first-person facing into orbit camera on mode switch

When leaving first person for an orbit mode (Paint / Player Control), snap
the orbit axes to Camera.main's current view direction instead of restoring
the orbit's last-used angle. With WorldSpace binding + Sphere orbit + a
centered composer the camera look rotation is exactly
Euler(VerticalAxis, HorizontalAxis, 0), so the inverse mapping is exact.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
adminandClaude Opus 4.8 committed 2026-06-28 23:02:31 +02:00
1 parent 054cadbd80
commit a7a4fbdcb7
2 files changed
+31 -1

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@@ -36,6 +36,12 @@ public class FirstPersonMode : GameMode
Manager.FirstPerson.SetActive(false);
if (Manager.CameraInput)
{
Manager.CameraInput.enabled = true;
// Carry the first-person facing into the orbit camera so the next orbit mode (Paint / Player
// Control) keeps the current view angle instead of snapping back to the orbit's last-used angle.
// Camera.main still shows the first-person view this frame (the brain hasn't blended yet).
Manager.CameraInput.SyncToView();
}
}
}