Smoothly conduct the changes (for example, a camera move) assigned to a camera within the given time.
If the time is set to zero, the changes are applied immediately.
Changes to a camera of type "seagull" are always considered completed right away, even if the
|Syntax:||camera camCommit time|
// Create a camera behind the player, aiming at them _cam = "camera" camCreate (player modelToWorld [0,-5,2]); _cam cameraEffect ["internal", "BACK"]; _cam camSetTarget player;
// Smoothly move the camera to the right of the player
// Wait until the camera completes the move, then move to the front of the player _cam camSetPos (player modelToWorld [0,5,2]); _cam camCommit 3;