I’m looking at the godot official documentation.
https://docs.godotengine.org/en/stable/tutorials/3d/using_transforms.html
Ultimately it’s a third person view where the camera is attached to a point following the player.
Better description of it here: How to get the camera to flip upside down at the right time.
The issue I’m running into is there player can run through a loop-de-loop, and when they’re upside down the existing code using Euler angles causes the X axis to get inverted.
The bit of code you’ve posted there points me in the right direction. I’ll try adapting that approach.
My scene tree is largely the same as what you have, although at this point I’m just trying to nail down movement first.