Top level node not working like in tutorial

Godot Version

4.3

Question

I’m following along with this tutorial (which seems to be using Godot 4.1):

In it, the instructor creates a camera rig on a player that looks like this:

Player (CharacterBody3D)
  Camera_Controller (Node3D)
    Camera_Target (Node3D)
      Camera (Camera3D)

Player has no transform, so it’s at (0, 0, 0). Same with the Camera_Controller, but that node is made “Top Level”. The Camera_Target is offset back and up, and the Camera has no transform, so it follows the Camera_Target.

The instructor goes on to code the camera following logic, but before that, he starts the game with the new camera, and his camera starts facing the player (the green cube) directly.

However, when I copy this same setup and start my game, my camera starts off to the side of the player.

(I’m further along in the tutorial series at this point, hence the additional elements in my screenshot. But the important point is that the camera is laterally offset from the green player cube.)

I believe what is happening is my camera, its parent node being “Top Level”, is offset from the global origin of the whole game scene rather than from the instantiated player scene. This intuitively makes sense to me, but I’m wondering why the instructor’s results are different from mine. Is this a difference in behavior between Godot 4.1 and 4.3?

And as a bonus question, how do I achieve a similar effect to the instructor, where the camera starts behind the player but doesn’t follow it automatically?

Thank you!

This is true!

Might just be bad instructions, try moving the Camera_Controller node to different positions and angles, usually negative Z axis is “forward” so try moving it positive Z. I would also recommend not using Top Level if you do not have to.