<?xml version="1.0" encoding="UTF-8" ?> <class name="InterpolatedCamera" inherits="Camera" version="3.8"> <brief_description> [i]Deprecated.[/i] Camera which moves toward another node. </brief_description> <description> [i]Deprecated (will be removed in Godot 4.0).[/i] InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation. If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera. </description> <tutorials> </tutorials> <methods> <method name="set_target"> <return type="void" /> <argument index="0" name="target" type="Object" /> <description> Sets the node to move toward and orient with. </description> </method> </methods> <members> <member name="enabled" type="bool" setter="set_interpolation_enabled" getter="is_interpolation_enabled" default="false"> If [code]true[/code], and a target is set, the camera will move automatically. </member> <member name="process_mode" type="int" setter="set_process_mode" getter="get_process_mode" enum="InterpolatedCamera.InterpolatedCameraProcessMode" default="1"> The camera's process callback. See [enum InterpolatedCameraProcessMode]. </member> <member name="speed" type="float" setter="set_speed" getter="get_speed" default="1.0"> How quickly the camera moves toward its target. Higher values will result in tighter camera motion. </member> <member name="target" type="NodePath" setter="set_target_path" getter="get_target_path" default="NodePath("")"> The target's [NodePath]. </member> </members> <constants> <constant name="INTERPOLATED_CAMERA_PROCESS_PHYSICS" value="0" enum="InterpolatedCameraProcessMode"> The camera updates with the [code]_physics_process[/code] callback. </constant> <constant name="INTERPOLATED_CAMERA_PROCESS_IDLE" value="1" enum="InterpolatedCameraProcessMode"> The camera updates with the [code]_process[/code] callback. </constant> </constants> </class>