Any reason to prefer World Rotation over disabling inherited rotation?

While watching the camera flipping around from the spring arm as the player sphere rolled, I got ahead of the lecture and had already tried disabling “Inherit Pitch”, Inherit Yaw, and Inherit Roll from Camera Settings for the SpringArm.

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After confirming this worked, I saw that the lecture had instructed doing this in a different way, by changing the Transform Rotation from Relative to World.

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Both seem to accomplish the same goal. Is there a reason to prefer one method over the other, or are they both fine?

I feel like both are fine, can’t think of a reason to use one option over the other.

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