I needed my camera to just follow the player horizontally and even though there isa drag margins setting I was not able to get it to work. If you happen to know how to setup the drag margins so that it works that way please leave a comment below.
So instead of using the Camera2D node I decided to make my own. It turns out that it is rather easy and someone has already done most of the work :)
extends Node2D export(NodePath) var player_path onready var screen_size = Vector2(Globals.get("display/width"), Globals.get("display/height")) onready var player = get_node(player_path) const HORIZONTAL_OFFSET = 200 var new_position = Vector2() var player_pos = Vector2() func _ready(): set_fixed_process(true) update_camera() func _fixed_process(delta): update_camera() func update_camera(): if player: var canvas_transform = get_viewport().get_canvas_transform() player_pos = player.get_pos() new_position = -player_pos + screen_size / 2 new_position.x -= HORIZONTAL_OFFSET new_position.y = canvas_transform.y canvas_transform = new_position get_viewport().set_canvas_transform(canvas_transform)
I want to point out that I use Vector2(Globals.get(“display/width”), Globals.get(“display/height”)) because that would give me the size defined under Display settings and NOT the physical display size that OS.get_window_size() would give you. Depending on how you have designed your game and the kind of scaling you are doing this matters. Also, I have setup an offset so the player is a little more to the left so it is easier to see what’s coming from the right sooner. Since I don’t want to follow the players Y position I ignore it as well.
Another change I made is that I don’t rely in signals to update the camera, instead I do it on my my _fixed_process method. Also the camera node is a child of the player.
Here is the Player scene:
I hope this helps.