When moving a built-in camera component, using the camera’s projection matrix to convert screen coordinates to world coordinates always ends up being one frame behind. This has been a long-standing issue.
I understand that the camera matrix is calculated in the render script, and the render script runs after the logic script, which causes this one-frame delay.
Is there any existing workaround for this problem, or do we need to wait for the engine to add a last_update (or similar) feature?
A temporary workaround for this issue is to manually apply the current frame’s offset so that the latest value is used. While this approach is more of a patch than a true fix, it does provide a way to bypass the limitation. camera_test-solved.zip (33.0 KB)