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>I know you played the last demo; In the last one, movement across camera transitions remained until you your axis float became 0. In this demo, I used some maths to auto adjust the vector across transitions. Were you able to notice a difference? Did it feel smoother compared to last time? 

It's a lot smoother, although there were some specific transitions where the character would first snap in another direction (north?) before going where you wanted.

Also, I noticed I forgot some words in my first comment. I meant to say that this turn is a bit hard to spot.


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Ah, yeah. I actually went through the level and did try to make sure all entrances were visible or had a direction in mind. That one does seem really hard to spot due to it being parallel with the wall. I should probably have put that exit on the opposite side, away from the camera instead of closer to it. Good catch. I also didn't really want to put the roll/dutch as you move to that side of the area, but I kept it in because I didn't mind it (I did noticed the clipping a bit though) 

Also unrelated, I think I probably will switch from a raycast checker for interactions, to a 3D overlap check, like you suggested. It's something that was bugging me, because raycasts assume everything will have a collider, else the raycast clips in to the interaction zone. 3D Overlap check would help alleviate this. 

Thanks again!