Hi! I’m at my wit’s end with this. Recently I updated Godot to 4.3 because of the new SkeletonModifier3D to animate my character while moving its head.
I followed this post and used part of the code to make it work, but used a method similar to the look_at() function that godot already has instead of the _y_look_at(from: Transform3D, target: Vector3) that appears on the post.
This works on the player scene but not on others. I think it’s because of the position of the player in the scene.
I don’t know how to take the global/actual position of the player/skeleton and use it
So, after your comment I thought about testing it differently. I found the problem after A LOT of testing and it was awful because it started working on some scenes and on others it had some erratic behaviour, so I started importing small things little by little in to a new scene. It appears that the root node of the scene on some scenes was displaced, making it look at an object as if it was far away. Other objects simply have the root of their original scene displaced so the player looks at them weird…
TLDR: the root node of the scene was displaced and caused a lot of weird behaviours.