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Question by joshuabouzy · May 07, 2018 at 12:56 AM · cameracamera followwaypointorbitwaypoints

Why doesn't my camera stay on the moving Waypointprogresstracker circuit?

I’m having an issue with a circuit I made using the Waypointprogresstracker script. If I make a regular stationary circuit and attach a camera to it, no issues. The camera goes along the path with no issues. But what I wanted to try was make a circuit around a large object, for example, a giant sphere, and then make that circuit the “child” of the sphere. Then I would have that giant sphere traveling on it’s own circuit. Essentially, you would have the camera traveling on a small circuit as the larger object moves on its own circuit; like how the moon orbits the earth as the earth orbits the sun. This would basically be a moving circuit.

The problem is the camera has issues staying on the track of the circuit when it’s moving. It follows the circuit path, but it seems the circuit won’t “stick” to the sphere, even though it’s the child of the sphere. The weird thing is that if I play the game, but switch to the “scene” tab, I can see that the child circuit is in fact moving with the giant sphere. I can also see the camera asset moving along this smaller circuit. Additionally, I can see from the “camera preview” what I would see if it was working, but for some reason, the circuit is stationary in the “game” tab. The only way I can get the circuit to remain attached to the giant sphere is if I press “gizmo” in the game tab, but that shows a bunch of icons that I don’t want to see when I’m testing the game. Even if I build and export the game, the circuit remains stationary and will not move with the giant sphere.

The fact that I can see it working from the camera preview and by pressing gizmo leads me to believe this should work. But that doesn’t seem to be the case once I’ve exported it. Any help would be greatly appreciated. Perhaps there is another tool I'm unaware of?

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