This is a problem that seems to have no reasonable answer anywhere around, yet is a commonly needed aspect of developing game mechanics.
I'm developing a traditional 3rd person character controller esque thing, you know, camera controlled by mouse/joystick all that jazz.
The issue comes when I'm developing a climbing system:
I have to develop a climbing system, and when I 'attach' the player to a climbing ledge, they could be at any angle relative to this ledge, up to perpendicular.
When the player jumps up, and the ledge detection runs, the player attaches to the ledge, and needs to rotate to be facing the ledge dead on.
I need a method for the camera movement to be completely independent of this capsule collider rotation change, as currently I have this problem:...
When I rotate my player's capsule collider, the attached camera boom rotates with it.
When I set my actor's rotation directly, the camera orients itself immediately with the player's direction, then immediately returns itself to the previous view, creating a massive camera jitter, especially at lower framerates.
How do I prevent this behaviour
How do I reapproach problems of rotating the player character?