Decide hybrid camera perspective

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2026-05-15 08:11:08 -07:00
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@@ -368,7 +368,8 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
- [x] Create base player character class.
- [x] Create player controller.
- [x] Create camera setup.
- [ ] Decide first-person, third-person, or hybrid camera.
- [x] Decide first-person, third-person, or hybrid camera. Decision: hybrid camera with third person as default and optional first-person toggle.
- [ ] Implement first/third-person camera toggle.
- [x] Implement movement.
- [ ] Implement sprinting.
- [ ] Define real-world baseline walking speed.
@@ -1443,4 +1444,4 @@ Earliest incomplete foundation items:
Immediate next item:
- [ ] Decide first-person, third-person, or hybrid camera.
- [ ] Implement first/third-person camera toggle.
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# Camera Perspective Decision
## Decision
Agrarian will use a hybrid camera model:
- default view: third person;
- optional view: first person;
- player can switch from third person to first person and back during play.
Third person is the baseline because Agrarian needs strong body, clothing,
weather, injury, carried-load, tool-use, shelter-building, and environmental
awareness. First person is still valuable for immersion, close inspection,
interior spaces, aiming future tools/weapons, and players who prefer that view.
## MVP Direction
The current character already uses a third-person orbit camera with a spring
arm. That remains the default MVP camera.
The first implementation pass should add a local player camera toggle that:
- switches to a first-person camera position;
- hides or adjusts the local player mesh if it blocks the view;
- returns cleanly to the third-person spring-arm view;
- keeps movement and interaction behavior consistent;
- does not affect server authority or replicated gameplay state.
## Rules
- Camera perspective is a local presentation choice, not authoritative gameplay
state.
- Third person remains the tested default for investor/demo builds until the
first-person view is comfortable.
- First person should not provide a gameplay exploit, such as seeing through
walls, shelter pieces, terrain, or the player mesh.
- Building, gathering, crafting, fire use, shelter use, and future combat/tool
interactions must remain usable in both views before first person is treated
as production-ready.
- Any camera toggle input should use the existing Enhanced Input system and
follow the `IA_` asset naming convention.
## Follow-Up Implementation
Add a roadmap item for implementing the first/third-person camera toggle. That
work should include:
- input action and mapping;
- camera mode state on the local character;
- first-person camera offset/tuning;
- third-person return behavior;
- local mesh visibility handling;
- interaction trace validation in both modes;
- smoke test or manual test notes.