Godot Version
4.7.1
Question
Is there a way to disable these notifications? My camera was moving at a different fps then the physics system and it was causing some pretty bad visual issues (particularly when circle strafing around an object) They flood the console over time and so far I have been unable to figure out a way to turn them off without breaking my camera controller / bringing back the visual glitches.
Current camera code:
extends Camera3D
var input_rotation: Vector3
var mouse_input: Vector2
@export var mouse_sensitivity: float = 0.0005
@onready var camera_controller_anchor = $"../../CameraControllerAnchor"
@onready var player_controller = $"../.."
var use_interpolation: bool = false
var circle_strafe: bool = true
func _ready() -> void:
if !is_multiplayer_authority(): return
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
func _input(event: InputEvent) -> void:
if !is_multiplayer_authority(): return
if event is InputEventMouseMotion:
mouse_input.x += -event.screen_relative.x * mouse_sensitivity
mouse_input.y += -event.screen_relative.y * mouse_sensitivity
func _process(_delta: float) -> void:
if !is_multiplayer_authority(): return
input_rotation.x = clampf(input_rotation.x + mouse_input.y, deg_to_rad(-90), deg_to_rad(85))
input_rotation.y += mouse_input.x
# rotate camera controller (up/down)
camera_controller_anchor.transform.basis = Basis.from_euler(Vector3(input_rotation.x, 0.0, 0.0))
# rotate player (left/right)
$"../..".basis = Basis.from_euler(Vector3(0.0, input_rotation.y, 0.0))
global_transform = camera_controller_anchor.get_global_transform_interpolated()
mouse_input = Vector2.ZERO
