- CameraDirector: AvatarFollow now uses always-on mouse-look (no RMB) with a
locked/hidden cursor; Esc toggles the cursor free; RobotFollow keeps RMB-look.
- PlayerAvatar: movement is camera-relative (W = camera forward, character turns
to face where it runs) instead of world/cardinal.
- PlayerAvatar: E claims a tread on foot, Q leaves while seated (locked cursor
makes the OnGUI buttons unclickable).
- Verified in play: cursor locks in on-foot mode, camera-relative basis correct,
no runtime errors.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Avatar/Robot follow cams now orbit from player input: hold right-mouse + drag to
look around (yaw/pitch clamped), scroll to zoom (3..80m so you can pull back and
survey the arena). Per-mode default distance on switch, look angle persists.
Stand/Cinematic unaffected.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Install Cinemachine 3.1.7
- Stand (raised platform behind north wall) with StandPoint_0/_1
- PlayerAvatar: seat-ownership drives the mode — hold a seat => teleport to your
stand, freeze, refuse input (control transfers/locks to your tread); release =>
teleport back, resume on-foot. Resolves the WASD overlap off one flag.
- CameraDirector on Main Camera: 4 Cinemachine vcams (AvatarFollow / RobotFollow
/ StandView / CinematicOrbit), Brain blends; V cycles; default auto-follows the
seat flag (on-foot=Avatar, driving=Robot). Retires the old FollowCamera.
- Verified in play: claim->teleport+freeze+RobotFollow, release->return+AvatarFollow
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>