#Cinemachine issues

1 messages · Page 1 of 1 (latest)

balmy glacier
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The... screenshot does not mean what you think it means.
See the big label that clearly says Obstacles?
Yeah, that's not for what to and not to render.

wind estuary
balmy glacier
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Culling Mask

drifting spindle
wind estuary
wind estuary
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thanks for the very useful response

balmy glacier
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Just so you know if you are actually illiterate, the video was about preventing clipping through walls, so he set the Ignore Tag to Player. You're trying to prevent clipping through Player, so why are you ignoring Player then? kekleo

wind estuary
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On the vid it says to literally ignore the player. The obstacle detection is what to collide against, but the camera shouldn't COLLIDE AGAINST THE PLAYER. In the video it literally shows that you should ignore the player LOL

"actually illiterate". I just asked for help. If you have nothing helpful to say don't say it. You probably don't know s* about unity development because if you did you know how frustrating elements of unity can be.

Don't need your fucking attitude mate

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Saying "look it up" pretty much like stfu I have 😂

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"professional unity developer" 🤡

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So what I was doing all along was correct and the information you gave was actually BS

balmy glacier
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So... do you want the Camera to clip into your Player or not 🤡

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> Adds Collision Detection for Camera to bounce off Player
> Adds Player Tag to Ignore so Collision Detection will ignore Player
> Ask why Camera still clips into Player
> Refuse to take just 1 second to properly read and learn
> Blame others instead

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Gigachad indeed kekleo

balmy glacier
# balmy glacier Culling Mask

I originally said this cause I thought you didn't want to camera to render the Player at all, due to how you word your question.
But then you said it should bounce off the player, so I link you a video showing you how the component works.

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Game dev is not a dash, it's a marathon.
Literally no reason to rush. Take your damn time and properly learn.

wind estuary
# balmy glacier I originally said this cause I thought you didn't want to camera to render the P...

Okay. I do apologise for the rude behaviour.

Despite my actions, I do not like being called "illiterate" and I was very sleep deprived at the time which made me irrational. This is my issue, not yours however I would appreciate it if you maybe explained it a bit more instead of just "Culling mask" and "🤷 video"!

The ignore tag should be the player since you wouldn't want to collide with the player constantly as this would make the control very weird.

The issue wasn't related to the obstacles, more the rendering, but as Cinemachine it has its own rendering it is not the culling mask as you mention (used for the normal camera). After looking and researching the issue was with the "near clip pane" which was 0.1. I changed this to 0.01 and it works a lot nicer and does not clip through the player.

Whilst you mention that game dev is not a "dash" and I agree with you, I have a deadline which has got me really stressing recently. I do know a fair bit about unity already- just not Cinemachine. I standby that elements of unity is frustrating.

I understand where you are coming from and once again I apologise for my previous actions.

balmy glacier
# wind estuary Okay. I do apologise for the rude behaviour. Despite my actions, I do not like ...

No, I have to apologise too.

I’m not really sure what happened that day that caused me to reply this poorly. And yes, randomly calling you “illiterate” is indeed completely my fault.

As for the Collision Detection, I switched to that answer after you said that the camera should “bounce off the player.” Hence why I was then confused on why you still put Player in the Ignore Tag option.

Btw, adjusting the Near Clip Plane only makes the Camera not cut off the player model too much. It’s still technically clipping inside the model. But if this achieves the desired result for you, then all is good.

All in all, glad that you were able to solve the issue in the end.

Wish your game dev journey a good luck~ 🤗