When you have to zoom + unzoom + pan on a large area, you quickly get your camera flipped upside down, due to the fact that the target finally moves too far from the visual target:
So I tried something to clamp target Y to 0:
- this looks like to add a latency to the user inputs, so it’s probably not a right way to do?
- is there also a way to clamp this y value to the visual center targetted mesh face y position? (not sure if this is understandable )