@@ -17,7 +17,7 @@ public class CameraController : IDisposable
1717 private float _yaw ; // Horizontal rotation (radians)
1818 private float _pitch ; // Vertical rotation (radians, clamped ±89°)
1919 private Vector3 _position = new ( 0 , 0 , 3 ) ;
20- private float _moveSpeed = 2 .0f;
20+ private float _moveSpeed = 1 .0f;
2121
2222 // Drag state
2323 private bool _isDragging ;
@@ -33,7 +33,7 @@ public class CameraController : IDisposable
3333 private const float ZoomSensitivity = 0.02f ;
3434 private const float MinPitch = - MathF . PI / 2f + 0.01f ;
3535 private const float MaxPitch = MathF . PI / 2f - 0.01f ;
36- private const float FastMultiplier = 3 .0f;
36+ private const float FastMultiplier = 4 .0f;
3737
3838 /// <summary>Whether any movement keys are currently held.</summary>
3939 public bool IsMoving => _heldKeys . Count > 0 ;
@@ -62,7 +62,7 @@ public void FitToScene()
6262 // Depth scenes place all splats at Z > 0 (posZ = depth).
6363 // Yaw = π gives Forward = (0,0,+1), looking in +Z direction toward the splats.
6464 _position = Vector3 . Zero ;
65- _moveSpeed = 0.1f ;
65+ _moveSpeed = 1.0f ;
6666 _yaw = MathF . PI ;
6767 _pitch = 0f ;
6868 }
@@ -85,7 +85,7 @@ public void FitToScene()
8585 float D = radius / MathF . Sin ( fovY * 0.5f ) ;
8686 D = MathF . Max ( D , 0.5f ) ;
8787 _position = center - Vector3 . UnitZ * D ;
88- _moveSpeed = MathF . Max ( radius * 0.05f , 0.1f ) ;
88+ _moveSpeed = MathF . Max ( radius * 0.5f , 1.0f ) ;
8989
9090 var dir = Vector3 . Normalize ( center - _position ) ;
9191 _yaw = MathF . Atan2 ( dir . X , - dir . Z ) ;
@@ -95,7 +95,7 @@ public void FitToScene()
9595 {
9696 // GPU-only scene, unknown source — safe default
9797 _position = new Vector3 ( 0f , 0f , - 3f ) ;
98- _moveSpeed = 0.1f ;
98+ _moveSpeed = 1.0f ;
9999 _yaw = 0f ;
100100 _pitch = 0f ;
101101 }
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