diff --git a/getting_started/first_3d_game/03.player_movement_code.rst b/getting_started/first_3d_game/03.player_movement_code.rst index cb6fac383..9f029ceb4 100644 --- a/getting_started/first_3d_game/03.player_movement_code.rst +++ b/getting_started/first_3d_game/03.player_movement_code.rst @@ -408,6 +408,19 @@ Select the *Camera* again and in the *Inspector*, set the *Projection* to *Orthogonal* and the *Size* to ``19``. The character should now look flatter and the ground should fill the background. +.. note:: + + When using an orthogonal camera in Godot 4, directional shadow quality is + dependent on the camera's *Far* value. The higher the *Far* value, the + further away the camera will be able to see. However, higher *Far* values + also decrease shadow quality as the shadow rendering has to cover a greater + distance. + + If directional shadows look too blurry after switching to an orthogonal + camera, decrease the camera's *Far* property to a lower value such as + ``100``. Don't decrease this *Far* property too much, or objects in the + distance will start disappearing. + |image10| Test your scene and you should be able to move in all 8 directions and not glitch through the floor!