Tinkering more, ive noticed that there is a problem. Most notably when walking into a wall, the camera starts to spazz out, even tho its not colliding with anything.
Idk, why.. the camera setup is pretty much the same as per godot docs. Camera is inside the springarm3d and the springarm3d is inside another node you control to rotate it ..
Maybe its related to when character hits a wall, the speed is not zero, and that little oscilation is making the springarm to flop around too fast and so it spazzes out?
Also, ive been thinking, how to make sure when you hit a wall with character that you dont move the character in the direction of the wall or any other obstacle, not relying on the engine with just collision event that stops you from moving?
Or maybe there is another way to handle this?
Ofc i would want to be able to step over the ledges or ramps or something like that but if there is something that is above some pre determined height, i would like to stop, and not move/change state to walk, even tho the input is pressed.
My thought was to use is_on_wall() to check that, but not sure if that would solve the problem i face with the camera.