#Cinemachine third person camera feels dizzy when player bounces too fast

6 messages · Page 1 of 1 (latest)

split ruin
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Hello everyone. I have setup the movement mechanic for my game. Given a directional input, the player will jump from a hexagonal tile to another in a hexgrid. The movement works fine, but the issue is that the camera moves too much when my player moves at high speeds, which makes me feel a little dizzy.

I'm not sure how can I fix this in a proper way since I don't have much experience with cinemachine. At first I thought of setting the look at target of the cinemachine camera to something else and make the mesh bounce instead, but this won't work for me in the long term since I'm planning to add a big jump ability for the player, and with this approach the camera will look at the ground instead of looking at the player mesh. Is there any way I can achieve this goal using cinemachine?

Here's a video if I didn't make any sense x)

rare kraken
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look at the cinemachine settings?

split ruin
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Yes, but as I've already said, I'm unexperienced with cinemachine itself, so I couldn't get to fix it by myself.

I tried tweaking some aim values from individual rigs, changing the binding mode to different ones, tried some luck looking for extensions and reading the documentation to see what was each setting I was tweaking doing. Still, I couldn't manage to even make the camera stop rolling, so I've leave it as default by now.

deep salmon
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It seems to me that the issue is just that the speed is too high because the player moves too fast? 😅
Sorry if i'm not understanding correctly what your issue or desired effect is.
Two things come to mind that you could try (from what i (mis)understand your goals are) -

  • Throw in an empty transform, slap a script on it to lerp the transform's position to the player's position, make camera look at the transform instead of directly at the player (this would let the player "run away from the camera" and the camera look-at position will quickly catch up. Essentially "softening" the fast movement camera effect but still letting the player move from A to B quickly)
  • Instead of following the player when he moves, just change the "look at" position to the target position of the player (my understanding is the player will be forced by script to move to the center of a hex tile always, right?)

both suggestions are basically about unlocking the camera from your player's position (since it seems that the speed at which player position changes is the issue). Sorry if this is misguided or not appropriate to your goals

split ruin
# deep salmon It seems to me that the issue is just that the speed is too high because the pla...

Hey, thank you for your suggestions 🙂
I really like both of your suggestions. How ever, after reading them, something came to my mind, and that is that right now I'm currently working with a capsule as the player mesh, and once I begin making the art assets, I'll most likely make an animation for the player jumping from a tile to another, therefore I won't even need to make the player jump and I'll avoid this camera issue 😅

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So, yeah, thank you for helping me realize that x)