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Unlike TRANS_SPRING in the Tween library, these springs are defined by damping ratios and halflife.

These help you make fantastic character and camera controllers, reacting to user input in very natural ways.

The Basics

  • Install the GDEXtension.
  • Create a Spreen object, optionally binding it to a node (in this case, self).
var spreen := SpreenTree.create_spreen(self)
  • Optionally set whether the Spreen can finish, typically you will not want to finish a controller spreen.
spreen.set_finishable(false)
  • Create and optionally save reference to a property tweener.
var transform_spreen := spreen.spreen_transform_3d(%Box, "global_transform", %Box.global_transform.looking_at(%Target.global_position), 0.5, 0.25)
  • Update the springs goal in real time.
transform_spreen.update_goal(%Box.global_transform.looking_at(%Target.global_position))

But why?

This entire module is based on the math and use-cases presented in this fantastic article by The Orange Duck. If that doesn't convince you, I don't know what will.

Changelog for version v1.0.0

No changelog provided for this version.

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