This is a multi part bug report as I suspect they may be related. It also saves having multiple bugs open I guess?
Bugs
-
The camera IO, IO section states it has 9 inputs and 2 outputs, however only 8 inputs and 1 output are listed.
-
Inserting a spline node between others that have had their orientation adjusted sets the orientation of all subsequent nodes to a random(?) direction. You have to go and change them back to the direction you want.
To reproduce.
Place a camera IO and add 5/6 nodes. Adjust the nodes so the camera path is a rough circle and the camera points into that circle. Insert a node between say nodes 2 and 3. All the subsequent nodes now change their direction. -
The camera IO does not fully rotate on the last node.
To reproduce.
Place a camera IO. Add a number of nodes and adjust the path as you wish. Make sure the final node is rotated. Test the camera. The camera will end its path pointing slightly towards the orientation of the last node.
There is a workaround, which is add one additional node, and have that set to the direction you wish the last one to be. However it would be nicer if the camera rotated to the last node before exiting. -
Rotating the camera ‘view(?)’ at a spline node does not rotate the view only rotating the actual node does.
At each camera io node there is a model of a camera. The view arrow (the orange one) can be rotated with this model, but doing so has no effect. You can only rotate the view by rotating the actual node. I’m not sure if this is an unimplemented feature - so decoupling the node and the view - or a bug.
Please can the camera model either; allow the view to be rotated independently of the node, or have the model and the node locked so that rotating the model also rotates the node. -
Camera IO spline ignores the object’s orientation.
If you place a camera io it seems to default to the same direction every time. If you rotate it by say 180 degrees on the z axis after placement and then edit the spline, you will find the spline ignores the object’s rotation and follows the initial direction.
Please make it so that the spline follows the camera io’s global orientation. The mini golf intro camera’s path does follow the camera’s global orientation.
edit 22 June 2026
6. Camera IO’s triggered by a trigger that has been placed on a mini golf start pad do not work when hosting the game. However they do work when testing and when the trigger is not placed on the start pad. They also fail to work when hosting if connected to a relay, so trigger->relay → enter camera. Again in testing they work as expected.
To reproduce.
Place a mini golf course with a start pad. Place a trigger on the start pad.
Place a camera io and make its path run down the hole. Test to make sure that works.
Connect the trigger to the camera io.
Test the hole. The player’s view will enter the camera on start.
Place 7 more dummy holes and upload the course to Steam.
Play the course. Now the player’s view will not enter the camera.
Feature requests
-
If you use the mover path then you can have various events triggered on the nodes
However neither the camera IO or Mini golf intro cameras allow this.
It would be extremely useful to have this added as well as inputs for the camera’s speed and orientation. You would then be able to slow the camera down or speed it up at various points. For example to dwell on a hole in one target, show a secret way etc. -
The mini golf intro camera always points at its designated hole. This causes issues if the hole is obscured by objects as it will now point at those objects, rather than down the course.
Adding an input to turn this feature on and off, as well as a toggle to disable it completely would be very useful. I am currently using camera IOs and triggers on a number of holes as using the start camera means its just pointing at walls.