#🎥┃cinemachine

1 messages · Page 19 of 1

pulsar saffron
#

Oh dontdestroyonload nvm

#

Oh yeah it worked I just put the main camera and the vcam as a child of the player so they dont get destroyed thanks

ionic sinew
#

How can i make an cinemachine 2D without it manipulating my orthographic size? I'm trying to make a zoom.

echo ridge
#

Why would Cinemachine vcam behavior differ between a Timeline preview and actual Play mode. In preview, the vcams don't move, which is what I want. In Play mode, the view moves from one camera position to another.

royal tartan
ionic sinew
#

Why cant i make an cinemachine 2d variable?

royal tartan
#

What's a "cinemachine 2d"?

ionic sinew
#

The cinemachine 2d camera?

royal tartan
#

There's no such thing

ionic sinew
#

Gameobject > cinemachine > camera 2d

royal tartan
#

Cool but

#

there's no "Cinemachine Camera 2D component"

#

that just makes a GameObject with a virtual camera with an orthographic lens

#

It's a normal CinemachineVirtualCamera

ionic sinew
#

how can i get this to work

royal tartan
ionic sinew
#

oh

#

ok

royal tartan
#

show waht you did

ionic sinew
royal tartan
#

you didn't make your own script called LensSettings did you?

#

you're also not actually reading the current lens settings from the vCam

#

where's your virtual camera reference?

ionic sinew
#

what

#

sorry i am a beginner

#

i made new

royal tartan
royal tartan
# ionic sinew

Because you named your script LensSettings that is causing a problem. It's confusing your script with Unity's own LensSettings script

ionic sinew
#

the first script wasnt named lensettings

royal tartan
#

It doesn't matter. The fact you have a script with that name at all is causing the problem

#

If you want to keep that you'll need to do something like:

using LensSettings = Cinemachine.LensSettings;```
in the movement script
ionic sinew
#

not the movement script anymore

#

still eror

royal tartan
ionic sinew
#

but how can i change the orthographic size of an cmvcam

sick herald
#

Hi, how do I get cinemachine to follow each player in multiplayer, with a different camera for each player

rancid lotus
#

just did the jump to 3D after messing around with 2D for a bit. Now the problem is i want to make it 1st person but im using the input system, and every way to make those two work together i find is either overly complicated and just copying code or requires a component i cant get for some reason (cinemachine input provider)

#

any help?

errant shard
#

It's far from perfect though

rancid lotus
#

welp

#

better have something working bad than nothing at all ig

#

thanks

#

how do the people in the tutorials get the input provider tho?

#

it just seems like such a simple procedure with it but i cant find any way to get it

novel epoch
#

is there a way to prevent the camera from colliding with the target in front of it, as opposed to using the collider extension to get in front of walls?

torn jasper
#

I am trying to set up split-screen multiplayer for my game. I use the Player Input component and Player Input manager component with the new input system to spawn in my players. The camera and virtual camera are part of the player wrapper prefab. The camera is controlled by an aiming script. The script makes two Cinemachine.AxisState objects for the X and Y axis. The script then binds the Cinemachine Input provider to the axis states. The axis states are updated every fixed update. The rotation of the object the virtual camera is following is then rotated based on the values of the two axis states. This works great for single player with both Controller and Mouse input.
However, when I split the screen and add a second player, The camera of the first and second player are controlled by only the input of the first player. I tried setting the Player Index property on the CinemachineInputProvider, however no matter what index I put I have the same problem. The other controls for walking and aiming don't have the same issue, but they are handled separately.
Am I missing something, or is this a bug with Cinemachine??

granite scaffold
#

guys cinemachine freelook camera with free offset not working with cam collider

worldly owl
#

HI, I want to use cinemachine on mobile, so I want to:
With the onSwipe on Mobile the camera should rotate around the object
With Pinch (two finger zoom-in or zoom-out) I want to zoom in/out to the object in the scene
Is this possible?

novel epoch
#

it's pretty painful

#

if you are using input system like i am

#

there's a lot of details

#

i use the fingers asset to provide the two finger scale gesture

#

i also use a free look virtual camera that supports scaling i foun din the unity forums

#

i fix the two finger scale gesture to give me a delta instead of a scale, and then i implement an IAxisInputProvider

worldly owl
#

Thank you, maybe ill try to do that

#

If i will understand that 😆

arctic temple
#

does anyone know why this happens when I import Cinemachine?

bronze moon
warm verge
#

question: on the virtual camera u have the OnCameraLive function, but the problem is, i have 2 virtual cameras in my game there is a blend transaction between them when i switch between them, the OnCameraLive function start immediately when the camera is live before the blend transaction is over, so how can i make this function wait until the blend transaction is over THEN do the action

errant shard
fluid grail
#

for the group target camera does anyone know how to add objects to the follow list at runtime. The documentation is confusing me

fluid grail
#

This is what I have currently it adds my player to my list but doesn't add it to the follow target list in the for loop

#

@errant shard

fluid grail
#

I got it working

torn jasper
golden grove
#

how can i do 2d parralax scrolling background like in the mario games or shovel knight? all the tutorials i can find are for infinetly looping things but i just want it to parralax scroll when the player is actually moving

bronze moon
warm verge
errant shard
#

I'd use Mixing Camera in that kind of situation, which doesn't merely blend but allows you to read and set weights between vcams freely

frigid lantern
#

im now simulating a camera look (rotation) in a game called warframe, this is the result i want my project to be in terms of camera rotation

#

which is like this if i draw it out

#

character will rotate , but always stay on left side of the screen

#

im currently using cinemachine freelook

torn jasper
#

You should see a blue box and a yellow dot when editing the virtual camera. If you adjust the blue box to the left of the screen, the virtual camera will always try to keep the yellow dot in the blue box. The yellow dot is what it is tracking.

#

These are the values I used for the clip, but would definitely need to be tweaked to match warframes style.

frigid lantern
tawny needle
#

Hey, somebody might know the answer, google isn't helping

#

I'm using timeline with cinemachine and in playmode and the build, the camera is off

#

but in the editor, playing it in timeline or scrubbing it's perfect

#

does anyone know why?

tawny needle
#

the four red frustum lines to the right are the camera

#

the red line to the left is supposed to be the vcam's aim

#

what is happening

#

Or am I wrong?

pliant trellis
#

I found a script that works as a extension for the virtual camera that locks the position of the z and y axis so that it follows an object along the x axis, but I am getting stuttering and I dont know how to fix it. Can I get some help?

#

the z script is the same but with z instead of y

pliant trellis
#

i figured out that if i turn off damping it removes the choppiness, but it doesnt look very good.

pliant trellis
#

it actually didnt get rid of the choppiness, whenever i rotate the object the camera is following it gets choppy again

eternal galleon
#

@floral flower Can I ask you a question or two about how you've used Cinemachine? I'm having a horrible time dealing with camera jolts when cutting between dolly cameras. =/ I've been talking to Gregoryl of Cinemachine about it, and his current advice is to make my characters 'kinematic', which... prevents them from interacting with physics. Which is not ideal. =(

floral flower
#

We mostly used rail dollies with instant cuts

eternal galleon
#

I'm not 100% certain of what you mean by 'rail dollies'. I'm currently trying to use CinemachineSmoothPath to move the dolly cams... and the cuts should be instant. Instead I'm getting the jolts as seen in the video above.

#

I'm kinda baffled by it. The advice I have at the moment is this...

#

...which is basically to turn my character RBs kinematic, leading to the problems as mentioned above.

#

Thanks again for the braincells, @floral flower ...!

#

...Actually, I guess a better question I should ask is, can you remember how you had your main character move in Tormented Souls? I'm using rigidbody.moveposition with interpolation on my Rigidbody , which usually works well for me, but I'm open to using other methods.

pine surge
#

Hey, I've just installed cinemachine for the first time in 2021.
I'm following a guide where they add a chinamachine collider, unfortunately I dont have that as an option for a component?
edit: found it under Virtual cam > extensions

charred gorge
#

how do I follow the player without attaching the camera to him? thanks for helping 😄

wintry canopy
charred gorge
wintry canopy
charred gorge
fringe coyote
#

question: so i want to have a cinemachine follow camera with a confiner, which is fine. but i want to attempt to maintain a follow distance, but not in any specific orientation. i just want it to try to maintain say 30 meters distance and allow the confiner to push it around if it gets nudge into it

#

this isn't working. the camera offset allows it to push outside of the confiner

ashen forum
#

i had a bug were the ui that following a gameobject had a smooth movement in it and that's something i didn't want it. so i played a little with the camera settings turns out that Blend Update Method was set on Late Update and when i changed it to Fixed Update that solved my problem with the ui....BUT my character start to jitter while moving, any solutions?

hoary beacon
#

Having some issues with bounds either not being adhered to or CM becoming jerky after using a polygon bound.

#

Anyone know what to do here?

warm verge
#

how do i acess the virtual camera FOV ?

#

from script

silver helm
#

I've got an issue with my multiplayer game i'm working on. My cinemachine camera seems to follow the wrong character and I would need to do an: if (view.IsMine) but there is nowhere to put that code for it so I need help.

royal tartan
robust rune
#

I've got an issue with cinemachine where I have a boundary set for the camera but it bugs out when reaching certain points. It works fine when the collider is a square/rectangle, but if i add more points and they connect with other parts of the collider the camera jumps around which is very jarring. I want to make the camera move up when the character reaches a certain point of the map because if its just a regular box boundary then the composition doesn't look nice since the ground is so pushed up

#

Is there a fix so that the camera doesnt jump when reaching those points or another method to go about raising the camera a little bit so that the ground isnt taking up 70% of the screen when the character walks there?

royal tartan
robust rune
#

By like dragging the player object into the follow node in cinemachine

paper trout
#

Why doesn't this code work? I'm trying to get the camera to be able to zoom in/out with the scroll wheel, no errors and everything is referenced properly

  private void Update()
    {
        print(Input.mouseScrollDelta.y);
        for(int i = 0; i < 3; i++)
        {
            CinemachineFreeLook.Orbit orbit = freelookCam.m_Orbits[i];
            
            orbit.m_Radius += Input.mouseScrollDelta.y;
            
        }
    }
royal tartan
paper trout
neat fable
#

sorry, not sure best channel to raise this one. I am getting hugely inaccurate value from ScreenToWorldPoint(positionScreen) in the event my FieldOfView has changed?

Why would this be?

#

if i leave it at the default Unity value of 60, no problem... what am I failing to understand about this?

sharp elbow
#

With a 2D camera, how would I setup an offset based on mouse position?

royal tartan
royal tartan
sharp elbow
#

I figured it out at the end of the day and was half asleep when I typed that :^)

But basically, I wanted to get the mouse position and the player, and offset it based on where the mouse was located at.

I just created follower group with the player and mouse and things work.

paper trout
#

My freelook cam doesn't orbit well on the y axis. It seems like it's just doing nodal pans as opposed to orbiting around my target, whereas on the x axis it works fine

#

disregard the above, i'm opting for something different alltogether

warm verge
#

Are Cinemachine scripts made in C# or C++?

tranquil berry
warm verge
#

Oh ok thanks

raven monolith
#

is there a way to tell a cinemachine camera blend to round to pixels when using a pixel perfect camera

#

there's a jitter caused by floating point inaccuracies

raven monolith
#

Is it possible to change vcam position?

#

I want damping but i need to be able to update the position after the damping is calculated

bright zodiac
#

Greetings. I can get the active virtual camera from the Cinemachine brain. But, how do I get the GameObject the virtual camera is on?

#

nevermind. I got it

#

brain.ActiveVirtualCamera.VirtualCameraGameObject;

timber verge
#

I'm seeing tutorials recommending when making a prefab character attach a camera to the character but I remember on the forums being told not to do that. So what's the proper way?

royal tartan
timber verge
#

Something about the position and rotation being changed on the parent affecting the camera

royal tartan
#

I tend to make a "player rig" prefab that has a vCam child and the actual moving player object as separate children

#

You could also just detach the camera right after spawning

timber verge
#

So the prefab is essentially two objects one that's the player and the other just the camera

So like
PlayerCharacter prefab has Vcam(or is it the camera) and then a player game object which has the code for moving and looking and a model

The player game object itself could be a prefab as well right?

royal tartan
#
PlayerRig
  Player
  Camera
sonic heart
#

my cinemachine 2d camera is at the same position as the player and i cant move it

#

this is when i put the player in the follow box

errant shard
# sonic heart this is when i put the player in the follow box

That's correct
Virtual cameras with a Follow target defined will override their position according to parameters of the Body, if you want offset you can add offset there
Likewise when you have a Look At target, the rotation will be overridden according to Aim parameters

sonic heart
eternal galleon
#

Folks, I'm trying to get a CM Dolly Cam to follow a track at the same relative position of a CharacterController near another CinemachineSmoothPath... but I'm getting a lot of jerking and juddering as the camera moves down the path. This can be seen in the following video: https://1drv.ms/u/s!AggYP6QsQK1_jlMrE-Dyl-L0vEss?e=ZJjoTA (I've used the top-down orthographic view to clearly demonstrate the jerky movement of the vcams)

The relevant code is here,

float playerPosition = smoothPath.FindClosestPoint(vCams[0].Follow.position, 0, -1, 40);
            playerPos = playerPosition;
            for(int i = 0; i < vCams.Length; i++)
            { // Add a condition here that checks if the vCam dolly is using 'Normalised' path units - if so, then normalise.
                vCams[i].GetCinemachineComponent<CinemachineTrackedDolly>().m_PathPosition = (playerPosition / (smoothPath.m_Waypoints.Length -1)) + targetPosOffset;
            }

Any ideas, folks?

split flicker
#

Hey! I want to look ahead of the character but I do not want the camera to rotate as well. Any suggestions ?

errant shard
eternal galleon
#

@floral flower I'm sorry to trouble you again, but did you ever have trouble with your VCams juddering as they tried to follow a player on a dolly track?

floral flower
#

Hmm no that I can recall

eternal galleon
#

In case it's useful to anybody, it turns out the problem was that there's a framerate issue in the Unity Editor when a Transform component is visible on-screen. Testing the setting without any Transform component visible in Editor removed the dolly cam judder. Man, I am just hitting every goddamn pothole in this road. =/

warm verge
#

Hey everyone, so I'm using Cinemachine to follow my character in a 2d topdown setting. However whenever I move the screen acts weird, lines appear and the quality isn't good. Beforehand this didn't happen so I was wondering if there are some settings I need to adjust.

errant shard
#

But even then it won't look great with a smooth follow camera
There's a reason you won't find many pixel graphics games with one
And the exceptions have shimmering or jittering problems

tired dirge
#

How would I make a third person camera look over the shoulder instead of directly through the player?

I have made a lookPoint and placed that next to the player, but then i need it to rotate relatively as well :-)

errant shard
#

If need be

tired dirge
split flicker
#

@errant shard Thanks for the headsup! I tried changing the camera to Framing transposer , but the camera is suppose to follow and currenty when the player turns the camera is stuck to the players back and turns with the player

split flicker
#

Sorry @errant shard , I think I did not explain myself correctly. I want the character to move up down left and right but I want the camera to be in a fixed position with look ahead. If the the player runs forward, I want the camera to shift forward a bit. Same with back, left and right. no look around needed. just a camera in a fixed position that looks ahead of the movement direction

errant shard
warm verge
errant shard
# warm verge Both I suppose

If you don't want to conform to the requirements of pixel perfect rendering, you either wouldn't use pixel graphics, or you would make sure that the size of the sprites is always displayed so that one sprite pixel matches one screen pixel and are neatly on a pixel grid in relation to each other (though this is what pixel perfect rendering does for you anyway)
To minimize shimmering (and jittering in pixel perfect rendering) the camera should ideally either stay still or more with linear unsmoothed speed, on as few occasions as possible

#

If the camera is hard locked / parented to the player and the player moves with relatively little inertia, that usually works well enough

#

Still, there will be jitter whenever the camera is moved subpixel distances, and the slower it moves the more noticeable the shimmering is

warm verge
#

Alright

#

Thank you

errant shard
#

The less time it takes for the easing to come to a full stop, the quicker the visual jitter is over

#

The principles are the same whether you use pixel perfect or not, since the camera is in both cases forcing the sprite pixels to "pick" a screen pixel to display on

#

As point filtered sprites can't pick both by blurring, and the screen pixels (or reference pixels in pixel perfect) are limited

#

The later levels of Celeste have a following camera and you can see some tricks being employed there
The camera moves to the new spot only when the player has moved a certain significant distance, and the easing is always over in a short moment

ornate ether
#

I need some tricks 'cause I'm lost with CM :
What I'm trying to achive is a sort of side-scrolling camera, but when the player turns back, the camera switch the side

#

better explanation, I try 😅
the camera looks from the left player shoulder, but when he turn on his back, the camera still sticked on the "left shoulder" so the user see the scene from the opposite side.

#

On the first image the player is looking forward, then he turns back, and the camera change his position 😕

#

At the end the camera should keep his position... I could set LookAt with "none" but there's the risk to loose the player

ornate ether
#

it's like making a classic click to move, with a fixed camera, shouldn't rotate if the character rotate itself 🤔
I think I've to code it, isn't it?

#

Not sure why, but that fix the issue 😅🤟

#

so, look at none.

#

and also also Offset at 0,0,0

barren ferry
#

Hi there did you know where is the Post Processing V2 Adaptor now ?? i can't find it and the doc refere it

#

Post processing adpatator for cinemachine of course

real copper
#

Can anyone tell me how to disable/enable the input for the POV on my camera based on whether my middle mouse button is pressed down? I want it disabled if not pressed and enabled if pressed so that I can pan around my follow point when active. The virtual cam is using a framing transposer with AIM set to POV.

real copper
#

Also is there a way to reach the horizontal and vertical axis speeds of the POV via code so that I can adjust them on the fly?

real copper
#

Found a way to disable the input if anyone is interested. virtualCamera1.GetComponent<CinemachineVirtualCamera>().GetCinemachineComponent<CinemachinePOV>().m_HorizontalAxis.m_InputAxisName = ""; virtualCamera1.GetComponent<CinemachineVirtualCamera>().GetCinemachineComponent<CinemachinePOV>().m_VerticalAxis.m_InputAxisName = "";

novel epoch
#

is there a cinemachine virtual camera that emulates a first person free look?

#

or is aware of an example of implementing one?

#

oh, is it this component? cinemachine POV?

novel epoch
#

that's pretty much all you need to do

#

i found the free look

errant shard
#

The same system is used for third person and first person view alike, just with different offsets if I'm not terribly wrong

stark oriole
#

Hello! I have a specific thing I want to achieve with Cinemachine but have no idea how to do it. I'm trying to make a Smash Bros. style camera, but this time the game is 3D and players can move and jump.

I have a target group where players are added automatically when they are created and a Framing Transposer on my vcam, but I would like for that transposer to only keep the objects in frame if they are inside some certain bounds (could be a box). I'm guessing this is possible with an extension maybe, I'm not sure. Any help would be appreciated

#

Worth mentioning that I don't want the camera to rotate, just move and zoom in to keep players in frame only if they are in those bounds.

royal tartan
cosmic maple
#

Hey! Sorry to bother, I have tried installing cinemachine multiple times now on my new Unity project and it doesn't appear when right clicking the hierarchy nor in the GameObject menu I've tried reimporting all, restarting Unity as-well as reinstalling the package itself and nothing seems to work. Any ideas?

royal tartan
#

you should not crosspost

cosmic maple
#

Sorry!

stark oriole
cosmic maple
#

@stark oriole solved the error now all good!

#

thank you though!

glass escarp
#

Working with timelines, is there way to use same signal multiple times with unique parameters or should I keep creating new signals each time I want to run an function ? Idea is to use PlayAnimation("variable") function to set animator boolean values. If anyone has better method of doing this would be happy to hear.

cyan vine
#

Is it possible to move two cinemachine freelook cameras at the same time?

raven monolith
cyan vine
#

I have two freelook cameras, one is focused on an object slightly in front of the player and the other on the player. When the player holds a button it swaps to the camera focusing on the object in front of the player and when the player isn't holding the button it focuses on the player

raven monolith
#

that's just blending
cinemachine does it automatically when you change camera priority or shut one off

cyan vine
#

Nah I want to avoid the swap of directions

#

Each freelook has their own rotation and so when they get off and the player swaps its a bit jarring. If they both rotated at the same time then there's no jarring effect

raven monolith
#

maybe group composer would help

cyan vine
#

I don't think so... at least I'm not sure how it would

novel epoch
#

is there a cinemachine lens flare extension?

#

i don't think there is - is there any guidance on authoring one?

#

also... what about an effect where as soon as the camera has priority, its follow turns off? the idea being, i want to mock a camera man following the character, and as soon as we cut to his camera, he stops moving and just does his aim behavior. is there an extension / approach for this laready too?

novel epoch
#

hmm.. is there a way to pause a blend list?

dull cradle
royal tartan
#

Max Dolly In?

dull cradle
#

thanks!

normal latch
#

Is it possible to change the way cinemachine sets its camera rotation? It seems like right now it's rotated to 0 0 0 in global space, but I want it rotated to 0 0 0 in local space

normal latch
#

Got it, by using a "Framing Transposer" body and a "Do Nothing" aim

plucky tangle
#

I'm can't find the in project import button to get it into my project

vagrant lake
#

Does anyone know how to use cinemachine w/ visual scripting?

royal tartan
#

Same way you do anything in visual scripting

high raven
#

is there away to use a render texture with cinemachine

high raven
#

also how come having a gameobject either attached to my player feedback or the scene with the brain component on, makes both the brain GO and VCam positioned really far away?

errant shard
wintry moat
#

is there any way to make cinemachine update 2 camera?
i have camera in scene, one is main, another is for mini map, somehow i need cinemachine update both positions

royal tartan
#

basically it uses layer masks with the brains/vCams

split flicker
#

Hey! so I have this first person POV cinemachine camera and it's currently taking direct input form the new input system. The input is very raw and janky. Any help would be great

royal tartan
#

Are you using LateUpdate or FixedUpdate for the Cinemachine brain update mode?

split flicker
#

So I have no methods controlling the input

#

It's taking it from the new input system directly

#

and in the video when I move the mouse left to right perfectly, the camera goes up and down as well

#

Janky AF

royal tartan
split flicker
royal tartan
split flicker
#

I tried. Still Janky.

#

let me record a proper vid

royal tartan
split flicker
#

Sure

royal tartan
split flicker
royal tartan
#

ok that all looks good. Just for the sake of sanity what happens if you remove the other two bindings for a minute?

#

Does that change anything?

split flicker
#

Let me try that

royal tartan
#

sometimes the new input system gets a little weird with multiple bindings in my experience

split flicker
#

Ya, It still feels horrible.

#

super puzzled

ashen forum
#

For some reason the UI is buggy if the blend update in cinemachine brain is LateUpdate and when i change it to FixedUpdate the UI don't get buggy anymore but the character is jittering, so any solutions?

raven monolith
#

is your character's physics in fixed update?

ashen forum
#

I think so

#

Yeah the movement and the jumping in FixedUpdate

#

Do u need to look at the script?

raven monolith
#

no, does ur 3rd person follow cam have damping?

ashen forum
#

Nope

raven monolith
#

maybe it'll help

ashen forum
#

So basically the character is the cuz of the jitter not the camera ?

raven monolith
#

yeah, fixed update is 50fps

#

so it wont be smooth

ashen forum
#

So what should i do to prevent such a thing?

raven monolith
#

your camera needs to follow something that isn't using fixed update
so you either need to mess with damping settings or create a seperate game object that follows player with an update fuction using transform.movetoward

#

and cinemachine follows the object that follows the player

ashen forum
#

Nah it didn't work

#

Just did what u said

#

The jitter was still there

raven monolith
#

idk then

#

🤷

ashen forum
#

Maybe it's a bug

raven monolith
#

could be

#

have u tried smart update?

ashen forum
#

Yub

errant shard
#

So it lags behind

ashen forum
#

Except the fact that i'm updating it in LateUpdate

errant shard
ashen forum
#

Which means?

errant shard
#

I would try changing the script execution order to ensure the crosshair updates after the vcam

ashen forum
#

Well

#

The UI does update before the cinemachine brain

#

but when i'm trying to but cinemachine brain on top of the UI and apply it, it changs back to the bottom

#

Ops! my bad

#

Alright that done it for sure

#

Thanks!

swift wolf
#

[Resolved] Hello, beginner question though,
Why is it that after I add a cinemachineBrain,

The clipping planes far / draw distance becomes fixed and I cannot update it in the inspector?...

swift wolf
# swift wolf [Resolved] Hello, beginner question though, Why is it that after I add a cinemac...

Ohh I figured it out from watching this video,
Realised that there's a CinemachineVirtualCamera controling my main camera 👍
https://www.youtube.com/watch?v=P_ibDJhFVMU

Learn how to use the Cinemachine Camera Package in Unity with this new tutorial and breakdown!

This video provides an overview of Cinemachine and a detailed explanation of the Cinemachine brain component.

UNITY SALE:
🛍️ https://assetstore.unity.com/?on_sale=true&rows=96&aid=1011lexqa

Like the video? Want to support the channel?
ACCESS PROJEC...

▶ Play video
plush stirrup
#

How do I play takes from the Take Recorder? Used the Virtual Camera app on iphone

surreal light
#

hello does anyone know why I cant change the clipping plane on my cinemamachine freelook I know you can on the virtualcamera so I dont know why I cant on my freelook camera.

royal tartan
#

you'll have to change it on each of those 3

#

If I recall correctly 😛

#

also you're looking for "lens" settings

surreal light
#

it worked thanks so much