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We'll make a full camera system that includes:

- bias towards the facing direction of our player.
- fast Y damping when falling, slower when not.
- camera bounds


- 3 different cameras:
- an open room camera (that keeps the player centrally locked)|
- a tight corridor camera (that dosn't take vertical movement into account)
- a fixed position camera (that doesn't move at all)

Plus I'll show you how to control the transitions between the cameras themselves.

Hope you enjoy!

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