#🎥┃cinemachine

1 messages · Page 1 of 1 (latest)

modest crag
#

hello i'm new to programming and i'm trying to put limits on my 2d camera with cinemachine, can anyone help me?

tidal pollen
#

i'm trying to confine my camera to this box, but it doesn't work

#

i have a cinemachine confiner2d set to a polygon collider2d that is on a different layer

#

as you can see, it's not being confined

#

found it

#

bounding box is smaller then camera, thus i needed to check that option to calculate a bounding box

warm verge
#

How do I apply a confiner2D Extension on a camera?

warm verge
#

so im trying to make a 3rd person game in unity and i wanted a camera that was somewhat like GTA 5's camera. i tried using a freelook camera but it felt weird, since im not really sure how to explain it well but the camera bounces out when going from top to bottom. i want a camera thats more like GTA or other third person games, so i was wondering if i should use a cinemachine freelook camera, cinemachine virtual camera, or code something myself?

royal tartan
#

(btw Freelook is a rig of 3 separate virtual cameras)

grim yacht
#

Hey I haven't used Cinemachine in a long time and need some help

#

I am using Track and Dolly but having some problems with the camera moving left or right on its own

#

is there a way to fix this?

warm verge
rare cipher
grim yacht
#

I am going to ask this again. Is there a fix for the cinemachine camera going off the track? I made a straight line but and it goes left and then right.

#

also for some reason adding more waypoints moves the camera for seemingly no reason

bronze moon
grim yacht
#

alright I'll do that

bronze moon
#

you set any offsets or anything like that

bronze moon
grim yacht
#

that makes the camera go directly overtop of the character

bronze moon
#

if it does its issue with offset

grim yacht
#

it still does it

bronze moon
#

and radius

grim yacht
#

where is that found?

bronze moon
grim yacht
#

oh just saw it lol

#

still does it but not as crazy

#

I do want it to be a straight line though

bronze moon
#

maybe you need it

#

haven't used dolly in a hot minute..

ruby dragon
#

Hello , anyone here have experience on unity timeline and cinamachine ? I want to make my camera shake in for a moment in the timeline. What is the best way to make this

bronze moon
grim yacht
ruby dragon
bronze moon
mighty torrent
#

How can I override a virtual camera's position even if it's set to Follow Transposer? It's to implement a screenshake

royal tartan
mighty torrent
lament idol
#

Hello. Can u help with path issue pls.

#

I created the path.

#

And my car should move on this path.

#

But when it starts to move it rotates like this

#

Idk how to fix it

patent lily
#

New Question:

Probably a common question but ... i have some scene's i'm using to set up cinematics... and i save off virtual camers from those etc into prefabs... looking to add those prefabs at runtime, but i need a way to 1. inform the cinemachine brain from the current scene that those new vcams exist and 2. set up the blends of the existing camera to know how to cut/transition b/w the newly added cameras

#

i'm like 99% sure you can add new cameras at runtime and have them work but i'm not having good google-fu today

lament idol
#

Ty. I will try tomorrow

royal tartan
patent lily
#

i have to fill you in on what the bug ACTUALLLY was.... this is truly fun and odd.

#

i had virtual cameras that were on a layer that the main camera's culling mask was omitting

#

and ... this magically causes cinemachine brain to not switch to a camera who's on a layer being culled by the main camera's culling mask

#

my script i'd written would have changed the main camera's culling masks tho

#

so now i gotta jump thru some hoops to fix that up

#

ODD.

dim lynx
#

Question : I want my cinemachine follow my initiated object how should I accomplish that??

#

Cinemachine follow an object easy through inspector but using initiated object (clone) it doesn't help??!!

wintry canopy
#

You reference relevant object and assign target through code. Documentation is pinned here.

dim lynx
wintry canopy
#

Rarely use Cinemachine, I'm talking about component that has a target assigned to to follow. You reference it and set target. You can find tutorials explaining how to reference other scripts in any Unity Learn scripting tutorial.

#

Then access property and set it

royal tartan
dim lynx
south jetty
#

Is there a better way for me to use the camera like this? im currently using Camera dolly with track and manually placing waypoints. It's very inefficient and not giving good results

south jetty
#

nvm

timber verge
#

What can I do to make cinemachine feel smooth and responsive using the input system?

royal tartan
#

The only connection between them is if you use a Cinemachine input provider

timber verge
#

I am and when you do the sensitivity is completely different. The input is way too sensitive from a mouse and not sensitive from a gamepad

royal tartan
#

Just allow a sensitivity setting?

next schooner
#

My camera is pretty jagged and laggy,anything i can do to fix it?

royal tartan
errant shard
pastel glen
next schooner
errant shard
#

Smoothed camera movement with pixel perfect snapping will create jagged/jittery movement, that is mostly unavoidable

warm verge
#

Hi, just hoping to seek some advice here in regards to cinemachine, cause i know it uses late update instead of update or fixed, when working with Head Bob with it, should we also set it up to Late update instead of update or fixed update? Btw using a Rigidbody component for character movement.

royal tartan
warm verge
#

Would give that a try. Thanks @royal tartan

blazing valve
#

Can someone please help me make a third person character controller where the, camera follows the player (i already have that done with cinemachine). and where the player uses the mouse/gamepad analogue stick to control rotation

bronze moon
blazing valve
#

yeah but i already made a script for movement

bronze moon
blazing valve
#

if i could have help adding in the mouse control for the camera

bronze moon
blazing valve
#

nevermind i found a unity video on it

worldly wagon
#

Hey guys how would one access the cinemachine extensions on a virtual camera,some of the extensions are missing like recomposer and offset?

raven swan
#

Hi

raven swan
#

Hey guys do we learn how to use cinemachine here

#

In unity?

#

I'm new to discord

royal tartan
#

This is the Cinemachine channel.

errant shard
raven swan
#

Pinned messages as in?

royal tartan
#

As in the discord feature, pinned messages

raven swan
#

Ok I'm pretty new to discord. Could you tell me where the pinned msgs would be?

#

Is it there in this group itself?

#

Ok you mean the ones which have the link. Right

#

Okie Okie got it no probs.:)

#

Found it on the top right

raven swan
#

I'm happy to be a part of this team

#

Really am into unity and its various aspects. Am thinking of going forward with this

signal brook
#

I'm looking for a way to use cinemachineOffset with a virtual camera that has a follow target.. and get it to be clamped in viewport/screen space so it doesnt go off screen. CinemachineConfiner seems to fit the bill, but it doesnt clamp. Any built in ways to do such a thing?

gray falcon
#

Hi, is there a way to zoom out using cinemachine with the new input system? I have a mouse wheel input mapped from an Input Action asset to the Z-axis of the Cinemachine Input Provider:

#

Just trying to have the camera move back and possibly set a max zoom out and in distance

warm marlin
#

Hello, I am using cinemachine with the URP Pixel perfect camera.
I noticed than when I set "Crop frame" to "none" in the pixel perfect camera settings, my camera size does not match my cinemachine virtual camera size

#

It causes flicker between the vcam size and the cam size in the editor (no flicker while the game is running)

#

But Camera.screentoworldpoint returns values according to the actual camera size (that is not matching the vcam size), so the wrong values

#

Normally, the white (actual camera) outline should match the red (vcam) outline, but that is not the case if I change the orthographic size

#

That only happens with "crop frame" to "none"

#

I also have the cinemachine pixel perfect component on my vcam

warm marlin
#

Okay so I think this is a problem with URP, I'm going to ask there

novel epoch
#

why do i have to invert my UI/Delta action reference's output

#

for it to behave correctly with POV and orbital transposer

grim yacht
#

Hey I asked about this a while ago but my problem didn't get resolved. I am having an issue with Track and Dolly not getting locked to the track

#

Low res it looks like this

#

high res it looks like this

#

any help?

harsh swan
#

Update method to "Manual update" makes the movement disappear but the camera doesn't follow the character either

fervent condor
#

Hello! Complete n00b here. Can someone help me understand how to get a properly confined camera position? I have a couple of issues:

  1. Currently following a tutorial on a 2d platformer that uses vector art, but I am making the game with pixel art. I am using a script for the camera, but am having a hard time getting the settings right. I want a confined camera like in Celeste. Have tried using cinemachine, but have issues with shooting projectiles hitting the polygon collider, immediately exploding.

  2. Another issue I have is that the scene view camera and the game camera are not aligned, making it a hassle to design the level. I am aiming for a 16:9 ratio (320x180), but haven't found a way to align game/scene camera view.

  3. When the player enters the next room the camera switches, triggered by an invisible "door". When the player is in "room 2" and the camera did not follow the player remains outside the screen, in other words the camera does not update/switch with the player, only when triggered.

I hope I made sense. Any help would be a huge relief, as I have been stuck on this for some days and it's constantly bothering me. Swimming in tutorials not finding any answers!

royal tartan
# fervent condor Hello! Complete n00b here. Can someone help me understand how to get a properly ...

Currently following a tutorial on a 2d platformer that uses vector art, but I am making the game with pixel art. I am using a script for the camera, but am having a hard time getting the settings right. I want a confined camera like in Celeste. Have tried using cinemachine, but have issues with shooting projectiles hitting the polygon collider, immediately exploding.
Use layer based collision to ensure that the collider doesn't interact with anything in the game itself and is only used for your cinemachine purpose

Another issue I have is that the scene view camera and the game camera are not aligned, making it a hassle to design the level. I am aiming for a 16:9 ratio (320x180), but haven't found a way to align game/scene camera view.
You can set your game view to any resolution you want, and should do so to make sure your game looks good at the resolution you're targetting. (press the button at the top of the Game window that says "Free Aspect" or some resolution to change it)

  1. When the player enters the next room the camera switches, triggered by an invisible "door". When the player is in "room 2" and the camera did not follow the player remains outside the screen, in other words the camera does not update/switch with the player, only when triggered.
    You should switch cinemachine virtual cameras by modifying the priority of the vCams or by enabling/disabling them
signal garden
#

Hi. I am making 2d game and I'm using Cinemachine to control camera but vcamera is changing z axis of the camera and it just breaks the game also when I try to use noise to create shake effect, it changes z axis too, how can I lock z axis or something like this ?

royal tartan
signal garden
#

so can you show me one ?

signal garden
errant shard
harsh swan
pastel glen
# gray falcon Hi, is there a way to zoom out using cinemachine with the new input system? I ha...

In this video I will show fellow Unity Developers or aspiring Game Developers how to zoom in and out with cinemachine.

💖 Support my videos on Patreon ► https://www.patreon.com/obsessivegames

▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
🙋 LINKS TO CHECK OUT 💗

If you need any assets and would like to see what the Unity asset store has to offer, then head right to...

▶ Play video
ashen smelt
#

Is there a way to override the Up direction of the camera?

I have a situation where the player does not always move around on a platform that is orientated with the world up, the player's up might be right instead as an example.

The issue is by doing this the player is skew in the camera, whereas I want the camera up to align with the player's up.

royal tartan
ashen smelt
# royal tartan Use one of those modes that doesn't force world up

Thanks for the reply, I tried but with the movement I had setup it was causing strange movements as lock to target will cause the camera to jitter rotate when the character rotates, but I ended up creating a camera movement similar to the free look using the basic virtual camera and I have more control now.

wraith flume
#

Is Screen - Space camera ok for healthbars? it looks like it lags behind movement

#

On Overlay it does not happens

#

Is it possible to fix it?

#

i`m already updating healthbar positions on LateUpdate() and it does not happen with canvas Overlay but i really need screen space canvas

wraith flume
#

Is it not possible?

raven monolith
#

u might need to change your script order to happen before cinemachine

#

i think someone had that issue a while ago

wraith flume
#

even without cinemachine it happens

desert parcel
#

hey if I'm trying to write a parallaxing script, and Im using cinemachine, should I use the main camera as my reference or the active cinemachine camera?

raven monolith
#

main

minor lynx
#

hello, how can I adjust the camera acceleration on cinemachine?

#

I am trying to make a basic TPS game and found out that cinemachine is a quite useful tool but I couldn't figure out how I can stop the camera lagging behind when the movement is starting

minor lynx
#

should I do that with code?

#

I cant find any setting about damping

errant shard
minor lynx
#

OK,

#

Finally found it

#

thanks a lot!!

wraith flume
# wraith flume

The problem is the screen space camera keeping updating position but it is lagging behind the scrollbar position script

#

Is there any way to fix it?

#

can i force screen space camera to update?

novel lark
#

Hello, is there any way to switch between two virtual cameras whilst Time.timeScale = 0? I want to make the camera switch such as in shovel knight or celeste where the player can't move while switching camera and the all objects start moving right when the camera has fully switched.

novel lark
#

the transition between the two cameras still pause

remote meadow
#

hey guys
I need to make the camera to warp with the player instantly (instead of the very long and fast ease-in)
Camera.main.GetComponent<CinemachineBrain>().ActiveVirtualCamera.OnTargetObjectWarped(transform, point - transform.position); is this the right way to do that ?

#

oh, I was just calling it too late, that's why it had no effect, nvm

golden stone
#

If you don’t mind me asking, how’d you achieve this type of movement, I love it

torn jasper
novel lark
#

Hi, I'm still not sure how to Time.timeScale = 0 so that the game stops whilst transitioning between two virtual cameras, the ignore time scale doesn't work properly since the cameras don't end up finishing their transition.

viscid coral
#

Hello im using the unity version 2021.2.10f1 but i cant install cinemachine 2.8.6 it keeps calling :[Package Manager Window] Error adding package: com.unity.cinemachine@2.8.6.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

golden stone
dim slate
#

Hey, how do i get my pixel perfect cinemachine to stay on the same scale/zoom level when changing resolutions?

shadow raven
#

Hey guys got a problem with cinemachine. I cant Move my character where the camera is looking at.
Is there any setting that can move my character with my camera?

royal tartan
shadow raven
royal tartan
#

depends what you want exactly

#

you might want to also "flatten" it so the angle of the camera looking down doesn't affect it

shadow raven
#

im using character controller so let me get the

#

Vector3 horizontalvelocty = (transform.right * Controlinput.x + transform.forward * Controlinput.y) * Movespeed;
charcon.Move(horizontalvelocty * Time.deltaTime);

#

Does the transform.forward the Camera Input?

royal tartan
#

it's whatever object the script is attached to

agile vine
#

how do i stop my camera from doing flips?

crude beacon
#

how can i change transpoer and composer to do nothing in script

royal tartan
#

that's how you should do 90% of changes in camera behavior in cinemachine

open forum
#

bruh why is it .mkv?

#

lemme fix that

royal tartan
# open forum

it looks fine you just have your game view zoomed in weirdly

#

Also you're using a perspective camera for 2D, which is why your player looks weirdly large (that also means your player is closer to the camera than everything else for some reason)

open forum
#

wierd, cuz its on the same z layer

#

alright thank you, i swapped to ortho and got everything working again, i must've fat fingered some stuff and messed it up somehow

slender plank
#

So I have simple setup for my online player. On first time only, when i switch between first person and third person cameras, I got effect of camera rotating (as I have dampening on first person camera). For some reason it does not get previous camera pitch or yawn and rotates to its position. Inherit position does not help at all. The weirdest part, after first switch is complete, i can switch as many times as I want and everything works.

Third person camera: 3person follow
First person camera: transposer with aim to player camera root. which I am rotating with scripts after.

In case, the camera root object rotation and coordinations does not change between switches. My only idea is that Dampening takes start values of first person camera and tries to dampening it to data it got when switching. and after first switch for some reason it get data correctly

#

Order of disabling and enabling cameras does not effect anything..

slender plank
#

I tried to set it manually on enable, but i know how to get third person camera data.

_camera.GetCinemachineComponent<CinemachineOrbitalTransposer>();
        vcamOrbitalTransposer.m_Heading.m_Bias

but have no idea where to get first person camera as it is different component. <CinemachineTransposer> type

restive oriole
#

Hey guys, I have an issue with Cinemachine in my 2D game where my enemy sprite is jittering when moving. I fixed my player sprite's jitters by setting the Brain to Fixed Update on the blend update method, but I can't seem to figure out my enemy's issue. I tried Interpolate and the Pixel Perfect extension and neither of those seems to fix it. Any other ideas?

pastel glen
restive oriole
pastel glen
#

You probably shouldn't be.

#

Fixed update isn't really meant for stuff that should be happening 1/frame

restive oriole
#

okay. its also worth noting the jittering stops when my CineMachine Brain is off, thats why i think its not to do with the code

restive oriole
#

changing around the Update method didnt seem to work

warped flower
#

Is there a way to remove the cinemachine ui indicator that shows the camera region

royal tartan
sterile sequoia
dire mural
#

Looking for some help on an issue i'm having with cinemachine for a beat 'em up style game

#

i'm using a Cinemachine Path and a virtual camera with the body set to "Tracked Dolly" with said path

#

Auto dolly enabled

#

here's the path

#

If i move the player above the path, it does what I'd like it to do, whereas if I move the player under the path, you'll see it "jumps" and the movement is not continuous

#

my assumption is that it's trying to find the closest point on the path, and it snaps at a certain boundary

#

not sure what a solution might be though 🤔

bronze moon
mortal atlas
#

Ok fine machine hat does it do? I’m kind of new to unity

#

Well it really been using it for years but I’ve never used cunemaxhin

#

*cinemachine

fervent current
#

Hi, I have two cameras. One renders the background and another renders the foreground. Both have a brain and are pointing to a virtual camera (I have a system in place that allows switching cameras)
I started having a problem because the background camera has a background layer (so that it only renders the background stuff) where the virtual camera didn't work (the brain wasn't catching it due to being a different layer). To solve this, I paired the background camera to the main camera

#

The problem is that now camera shaking looks bad because the background doesn't shake given it is parented and so the background simply follows the shaking.

#

I think I'm not doing this in the right way. What I wanted was for both Cameras to use the same virtual camera. Is there another way to do this?

#

(I'm using a background Layer to fake objects that are very far away. Kind of like a dynamic skybox)

fervent current
#

Ok, solved it by adding Virtual Cameras to a VirtualCamera layer that is shared by both cameras (if anyone needs this=

mint urchin
#

HOE TO GET CAMERA FORWARD DIR IN CINEMACHINE?

mint urchin
#

How to get the virtual camera real transform?

#

I actually wanna add some code when the virtual camera face in diff direction

fervent current
#

AFAIK, it's just accessing the VCam transform. Is it not working for you?

royal tartan
#

Usually I don't even bother with the vCams and just use the actual main camera Transform. Unless you need the vCam's data while it's not live for some reason

digital flicker
#

Cinemachine sucks, don't use it

hollow berry
#

How can I access all the children in my blend list via C#?

royal tartan
#

Not totally sure about the math but you can implement custom input for those things by making a script that implements Cinemachine.AxisState.IInputAxisProvider and attaching it to the same GameObject as your POV vCam

#

The goal here is that as you move your finger, the point at which your finger is touching the virtual ball on the ball never changes right?

#

Say the sphere was a globe and you put your finger on London, as you swipe around your finger should never leave London?

#

I think I could work out the math (or at least the code) with a little tinkering...

#

I don't think you'd need much more than some raycasting (against sphere collider), transform.InverseTransformPoint, and Quaternion.FromToRotation

#

Yeah it really is. Also, even in my globe example, it's not a well defined thing, because even with London under your finger there's still a full 360 degrees of rotation the sphere could have around your finger as an axis, all of which would be valid orientations for the sphere

hollow berry
#

Yeah to control when to switch to the next camera?

hollow berry
#

Ah ok. I would like to immediately blend to the next camera in the list.

#

And have an option to pause executing instructions.

placid hearth
#

Do you guys know why when I rotate my follow target for my virtual camera (it's set to 3rd person follow) on the x-axis, it rotates the camera around itself , not the target?

restive field
#

Hi ! I'm using the Starter Asset Pack controller with a Virtual Camera (by default), but on Desktop, the Look Around camera with the mouse is limited by the screen size and in Unity it's like in 360 degrees by just moving the cursor all the way on the left or right. Is there a way to have the same settings when the build is exported (in WebGL)? I don't know if it's clear..

signal cairn
#

dear all, I get a task , creating a human walking and fall in a room, how should I start to learn ? time is limited. Thanks

uneven crystal
#

can someone explain what the difference is between these? it seems they both do the same thing, but opposite from each other

#

like; isn't setting collide against default ticked the same as setting transparent layers default unticked??

royal tartan
uneven crystal
errant shard
#

I don't understand the significant difference either

Cinemachine Collider considers GameObjects in these layers to be potential obstacles. It ignores GameObjects that are not in the selected layers.```
```Transparent Layers
Objects on these layers will never obstruct the view of the target.```
royal tartan
#

I guess it's just whitelisting vs blacklisting

errant shard
#

Could be useful to use either for runtime overriding, but still feels like that might be missing the intended purpose

plucky spruce
#

So if im reading the Cinemachine docs correctly, if i want to use "Same as follow target" for the aim property, i have to rotate my player object in order to look around?

#

as in, if i want to look around, i have to tie my characters rotation to my mouse

royal tartan
#

It doesn't really care if or how that object rotates, but it will copy that rotation

plucky spruce
#

so if i wanna look around i have to physically rotate my character

royal tartan
#

if you use that mode, and your follow target is your character, yes.

signal cairn
plucky spruce
#

i think it's better to use POV then

plucky spruce
#

okay, so i got the CMCam to be the same feel i had with the regular cam

#

only thing i gotta figure out with the "Feel" is that it kinda jitters when it comes to microscopic movements

#

when i zoom it my aim kinda "clips" in increments, so i can get my reticle to be smack in the center of the target

#

it seems that i only get that "smooth" feeling when i set aim speed to maxspeed instead of input value gain, but only when i use really small number

#

idk, i feel like in triple A games aiming, even when unzoomed, is smoother than it is in my game

#

like obviously a solution would be that when zoomed in, change the sensitivity, but i feel like i should be able to make microscopic movements even while unzoomed... maybe i need to make a script where the sensitivity is dynamic or something

#

or maybe that's where the MaxSpeed mode comes in

signal cairn
#

does any one happens to have a project, where it shows a person walk in a room, and fall down ? I'm happy to pay some bucks for it. I'm cramming for some homework. but do not have a starting point.

plucky spruce
plucky spruce
signal cairn
#

Thanks for reply. and guide me. Carby

plucky spruce
signal cairn
#

which website ?

plucky spruce
#

but, here:

#

this all seems unrealted to cinemachine tho

#

unless you're trying to use that for a cinematic

signal cairn
#

I am a programmer, I use python daily.

#

C# is new to me, but I have a book on table.

plucky spruce
#

also, are you going to use cinemachine, or no? @signal cairn

signal cairn
#

Timeline is what others suggested,

#

but they say, cinemachine is too much for me.

#

overkill

plucky spruce
#

if all you gotta do i make a video where a dood walks into a room and falls over, yeah cinemachine isn't needed

errant shard
plucky spruce
open forum
#

how do i have a vertical offset on a deadzone?

warm verge
#

how do i get my cinemachine virtual camera to rotate around my player desipte the constraints? I have a third person follow body and do nothing aim set righ tnow

high harness
#

So I'm struggling to get a topdown camera set up for my game. But with a lot of messing around, I got it to look (almost) straight down at the player using world up. However, it is rotated the wrong way (Character is facing up when I need them to face right) how do I do that. I cannot find a rotation from the world up that gets what I need

royal tartan
#

change the second parameter as desired to change the "up" direction of your camera

high harness
royal tartan
high harness
#

Ah thats fine

#

I end up may making my own since it is a really basic camera, but I wanted to learn nonetheless

royal tartan
#

I was able to do it with these settings

#

You can freely change the transform's y rotation to rotate it however you wish

#

Oh you can allso use the Dutch setting in the lens to rotate it

#

Ah actually this works better

#

use hard look at or composer and dutch

#

or composer

high harness
#

Ah, that seems to work well, Thanks a lot!

bright kraken
#

Hello, I'm new to the cinemachine thingy, recomended by someone in #archived-code-general . What would I do to make the camera follow the player and orbit around him left and right when pressing Q and E?

twin root
bright kraken
#

Thank you for the hint

iron vault
#

hello ive got this strange problem which i cant seem to find a fix online for, im using cinemachine free look camera with the new input system, and looking around with the mouse is super jittery whilst looking around with gamepad stick is very smooth (pay attention to the active input device on the right and how jittery the view is when on mouse). any ideas?

royal tartan
iron vault
royal tartan
#

joystick input needs to be adjusted for deltaTime, mouse input does not. And the input provider has no way of knowing which is being used

#

you may have to do something a little custom in order to support both on one input action

iron vault
#

ah so do i need my own script to sort that out?

#

then just provide values to the "input axis value" in the cinemachine thing

#

ill give that a try, thank you

iron vault
#

however with time.smoothdeltatime it looks okay but im not entirely sure

brittle ledge
#

why my character is shaking when i move it? im added cinemachine to project and i set x damping to 2. and when i play, its shaking little bit, is there a solution for this?

errant shard
fervent current
#

I have a transform that has the position and direction that the camera should have (3rd person prespective). If I set it as a VCam with no settings, it works just as intended. Now, I want to add some dampening to it so it doesn't look so stiff. I tried creating another VCam and using this transform as a follow/look at thing. I want it to do the same as that Transform just with some dampening

#

However, any setting I use doesn't work. What is the right combo of settings?

#

It seems like a bug because although my transform is like 500m away from the origin, the camera sits randomly at the origin for most settings

royal tartan
#

Should just be a transposer with some damping

deft junco
#

Hello? I want to have 2 Input Axis Names and separate values. One for moving horizontally with game pad stick and the other moves slightly horizontally when you move to the right or left. How can I do that?

stone escarp
#

Hello, i'm using cinemachine and when the player jumps the camera also jumps with him which looks weird how can i make it not jump i tried messing with the values but couldn't find a solution

royal tartan
stone escarp
royal tartan
#

ok but sounds like your empty object is jumping with the player

stone escarp
#

ah i get you but how do i make it not jump

royal tartan
#

and just have it follow the player on only the x/z axes, not the y

stone escarp
#

i'll check that out

#

good idea thank you

stone escarp
#

thanks again

hallow sigil
#

how can i make the camera bit behind the player and make it so like i can see the player capsule full body

hallow sigil
#

like change camer and plsayer dist

#

not pov

#

and its a freelook camera

ionic juniper
#

i am making a 3d 3rd person game so i am using a free look camera from cinemachine and i have a respawn feature in place but for some reason when i have the free look camera i cant fall so my respawn feature wont work and idk how to fix

ionic sinew
#

Hello, i have a slight problem that annoys me very much. As you can see i have two different camera views and when i switch to the first one it goes smoothly. But when i switch back it stutters a little. I can't figure out the problem.

verbal wadi
#

Any idea why it feels so jaggy

#

it appears laggy and as if the camera wasnt following smoothly when looking at the ladders

graceful pond
#

i'm triggering a camera change in code, where i set the follow target of the new camera to the player object as part of that change. This all works fine and good, however, there's some unexplained behaviour that i can't wrap my head around.

#

the camera follows the wrong point in space until i let go of the movement keys.

#

it knows what point it should be following, the gizmos properly highlight all that, and yet, it maintains an incorrect shot

#

to be 100% clear - i do not directly edit any camera's transform or offsets or anything in code. I only change their priorities and follow targets

#

are there any known issues right now with changing follow targets?

faint axle
#

Does anyone know how to snap a camera to its virtual camera state? I'm adding a FOV/distance slider but the change is delayed.

errant shard
#

You may need to use vcam.GetCinemachineComponent for specific parts of a vcam

royal tartan
errant shard
#

You can cache a CinemachineComponent just like any component

primal cloak
#

has anyone created class inheriting from CinemachineExtension and changed the position in PostPipelineStageCallback ? I'm having many issues with it but can't figure out why

warm verge
#

hi... I am not sure my question should be here but it is about cameras,
but i am getting this....some of the arm is getting cut... I am trying to make things work by using the near clip plane but it is not working.
also I want the camera to be in the head of the character without seeing it from the inside... HOW CAN I DO THAT?
THANK YOU

errant shard
faint axle
hollow berry
#

Does anyone know how to select write a dynamic style for cinemachine blending:

#

currently doing this

#

would like to do this

prisma hornet
#

hey can somone help

#

When I have the scene open, my camera starts in the right position, but when I click play it starts in the wrong spot

faint axle
#

Are you moving that camera, or using a follow camera?

sterile plover
#

@candid hare

prisma hornet
#

hey so I fixed it but now I have a new problem

#

oh wait this is the wrong place oops

prisma hornet
#

anyone here

warm verge
#

Hello, I cannot get my camera to follow the player. I created a vcam and added the player GameObject but the camera is still not moving.

versed flume
#

anyone have any tips on how to create a GTA like vehicle camera

#

that follows the back of the car, but in a more relaxed manner

odd arch
#

how do i add post processing to my cinemachine camera

odd arch
#

its not there

bronze moon
median robin
#

How can i make a FreeLook camera instantly follow the player? it lags behind it (set LookAt and Follow to the same prefab) which causes the camera angle to tilt a bit to the left/right when moving left/right

small gulch
#

i suppose this is a common problem? do u know how to fix it?

hollow berry
#

Are virtual cameras an actual camera, or they are just gizmos that are holding the position reference?

errant shard
thick ice
#

Is there no way to animate a virtuall camera by itself in the Timeline?

#

can I just add an animator to the virtual camera and then add an animation track?

chilly trout
#

I am using Framing Transposer and Group Composer for a third person lock on camera. It has been doing pretty great! But when the follow and the look at targets get to close, the camera constantly rotates to try and keep them in the target positions.

Is there a tutorial anyone knows to combat this? Thank you!

warm verge
#

can someone explain why the cinemachine camera is snapping so much?
I added a normal third person mode and lock-strafing to The Kiwi Coder's Third Person Tutorial as I found it kinda stiff and wanted to work from that

#

But it's been really stiff especially with keyboard movement

#

The model itself is snapping from lack of proper animation blending and I'm aware but is there anything I can do for the camera snapping

lunar iris
#

im trying to to install cinemachine but keep hitting these errors

lunar iris
#

i checked apple permisions, restarted unity, restarted my mac same issue

#

im using unity 2020.1.11f1

#

could it be that im trying to use a to new package?

#

tried to install 2.5.0 same error

random dust
#

So right now I'm trying to make my camera pixel perfect and no matter what I've done it ends up with the camera going way out of bounds and then these error messages

#

I have the extension on the virtual camera and the component on the main camera

random dust
#

Ok now I figured that out but I can't see any rendered lines and any code that takes the mouse position is incredibly janky.

random dust
#

I’m really confused since idk if it’s just something I did since I don’t see anything else about it anywhere 😞

plucky ivy
#

Hey, Im having this problem with my POV Cam. When I fly around and then activate my pov cam everything works fine. But when I fly downwards the POV thing isjust buggy. I think it has to do something with global and local orientation. The POV Cam orietates global but this doesnt work for me because I want it to rotate local to the SpaceShip. How can I do this?

(The first thing is my normal Spaceship movement. But at second 2 I activated my POV Cam. At second 7 I deactivated it and at 14 i activated it again. And this is the timestamp where my problem shows up.)

scarlet goblet
#

hi, i've got a video-related problem. I am making an FMV game and the system I have in place to load and play videos seems to break once the game is compiled. I use a url-based system that loads the file directly from "Assets/Resources/file.mp4". Why does compiling break this system and how can I fix it?

plucky ivy
sullen sedge
#

Hey !
Is it possible to change the shape of the Free Look Camera ? I would like to use an oval instead of a circle for each rig.
Thanks

#

oval seems to be more similar to circle, that why I'm asking for this kind of shape, but a more complex closed shape would be better

sullen sedge
#

Actually, I found a solution. my Follow target is following a path (from 0 to 1) depending on m_XAxis.Value (from 0 to 360). It's doing the job for every shape. But if there was a generic solution, I would be happy.

unique maple
#
   [SerializeField] CinemachineVirtualCamera cameraplayer1unit1;
    [SerializeField] CinemachineVirtualCamera cameraplayer1unit2;
    [SerializeField] CinemachineVirtualCamera cameraplayer1unit3;
    [SerializeField] CinemachineVirtualCamera cameraplayer2unit1;
    [SerializeField] CinemachineVirtualCamera cameraplayer2unit2;
    [SerializeField] CinemachineVirtualCamera cameraplayer2unit3;
    [SerializeField] CinemachineVirtualCamera cameraplayer3unit1;
    [SerializeField] CinemachineVirtualCamera cameraplayer3unit2;
    [SerializeField] CinemachineVirtualCamera cameraplayer3unit3;
    [SerializeField] CinemachineVirtualCamera cameraplayer4unit1;
    [SerializeField] CinemachineVirtualCamera cameraplayer4unit2;
    [SerializeField] CinemachineVirtualCamera cameraplayer4unit3;
#

how can i set these up in like a array ?

#

im checking if a value is == then im setting all other cameras priority to 0 and the one i want to 1

#

but the code will be 1000 lines if i can compile it

bronze moon
#

cameras[pickYourIndex].doStuff

raw sundial
graceful parcel
#

im following a tutorial for 3d person movement and camera and when i import cinemachine the tab at the top where i can select the type isnt poping up for me. anyone know why

bronze moon
graceful parcel
#

oh

#

thanks

random dust
#

So in my editor I have the ortho size set to 5.5, but when I enter play mode, it zooms in in the game window and changes the ortho size in the main camera

#

And I'm not really sure why it's happening

errant shard
#

And game window size iirc

odd arch
#

how do i add post processing

#

nothing online works

flat radish
# odd arch nothing online works

What version of Unity and Cinemachine are you using? I have been learning fairly recent versions with HDRP and Volume processing, but it has changed based on render pipeline and versions so you have to get the right instructions for the right version you are using.

flat radish
native elk
#

So im having this problem with cinemachine where i switch from a third person camera to a targeting camera, back to third person camera, and when I wave my cursor around it causes the third person camera to spazz out. This does not happen when I never switch to the targeting camera, only after. Anyone got a solution for this?

flat radish
#

For more recent versions of Unity, you then open the Package Manager window and it shows the versions of packages loaded (its changed around a bit between releases). For me, under "Packages: In project" selected, it shows the version of Cinemachine I am running.

errant shard
#

@odd arch Depending whether you use the built-in render pipeline, URP or HDRP, you would install post processing specific to that pipeline, using instructions pinned in #💥┃post-processing
It'll work with cinemachine just by doing that, but if you need to give virtual cameras control over the PP overrides you'll additionally need either of these vcam extensions to match the post processing system
https://docs.unity3d.com/Packages/com.unity.cinemachine@2.9/manual/CinemachinePostProcessing.html
https://docs.unity3d.com/Packages/com.unity.cinemachine@2.9/manual/CinemachineVolumeSettings.html

minor lagoon
#

i need to make that "curved" thing in blender

#

but idk how

#

is there a tool like a knife or smtg

#

i got it

bronze moon
minor lagoon
#

srry

#

didnt know that

sterile sequoia
royal tartan
#

If you're not following the thing that got teleported, you wouldn't be in this mess?

#

positionDelta is newPosition - oldPosition for the target object.

sterile sequoia
royal tartan
royal tartan
#

as the docs say "the amount the target's position changed"

sterile sequoia
#

i'm brainfarting lol

so lets say current transform of camera is 100, 0, 0 before teleport.

teleport destination got tansform value 0, 0, 0.

would it look something like newPos (0,0,0) - oldPos(100,0,0) then?

sterile sequoia
#

think i got it working, i get position before teleport, then multiply that vector value by -1, and use this as positionDelta

royal tartan
#

multiplying the old position by -1 will work only if the new position is (0,0,0), and because that's literally the same thing :

diff = newPos - oldPos
diff = (0, 0, 0) - oldPos
diff = -oldPos```
sterile sequoia
royal tartan
sterile sequoia
royal tartan
#

you shouldn't need to multiply by -1

#

if you do, you're doing the subtraction in the wrong order

sterile sequoia
#

ah wops lol you're right, ty

#

appreciate your help dude, thanks

dark oar
#

Any help would be greatly appreciated: I have a 2d side scroller game. I am trying to go from room to room (each room can be a different shape and size and their are doors between the rooms). Currently I have scripts that readjust a confiner upon entering each room and it works perfectly. Problems start when the confiner actually changes size rather than just position the camera starts behaving funny. when I hit an edge the whole camera bounces inwards and won't move until I walk back more center in the room. Any ideas why this would happen when changing the confiner position and size?

#

It's worth noting, as long as the rooms don't change size it works perfectly. The confiner just gets set to the position of the new room and the camera moves into it.

glad jewel
#

im want to lock the cameras rotation from turning left and right but i don't know how to do it

bronze moon
#

iirc LookAt might be the one rotating tho

glad jewel
#

@bronze moon

warm verge
#

I am currenyl use cinemachine and a script to make a camera move around an object

#

is there any way to use some dead zone to it to keep the preventing the camera going back and forth all the time?

#

and my script

#
        vcam.transform.RotateAround(lastBlock.transform.position, Vector3.up, rotateSpeed * Time.deltaTime);
dark oar
#

I figured out my issue above. Not sure if it's the best solution, but I just made it delete the old confiner and create a new one upon entering a new room instead of moving/resizing. Works great now. No camera weirdness.

bronze hemlock
#

Hello guys, can someone give me a tip! I would like to transitioning betweek a camera that is targeted on an object (a pirate ship in this case) to a track doll

bronze hemlock
bronze moon
bronze hemlock
steep parrot
#

Does anyone know some good tutorials on tracking two players via cinemachine targetgroup?

I've got one set up but the players keep drifting out of view .

errant shard
urban goblet
#

how do i make my dolly track thing to start playing upon game start?

#

i feel like i'm missing some obvious part of the docs of how to.... start it, play it, activate it, something

#

it's all set up, but now/where do i press play during game

urban goblet
#

ok so apparently what i was missing was that cinemachine doesnt play itself, it needs to be animated or such

steep parrot
urban goblet
royal tartan
#

And the camera is using the target group as its look target

steep parrot
urban goblet
#

dolly track Roll doesnt seem to do much to the camera, all it seems to do is show a cool skewed green track in the editor. My camera stays straight on track and does not roll

urban goblet
flat radish
# bronze hemlock I cant understand correctly, can I put the example here?

When you say "transition", do you mean you want the camera to jump from one to the other instantly, or you want one to move from one to the other (over say a second or two)? I use Timeline normally to do the transitions - you can have a Cinemachine track, drop the virtual cameras into it as clips, and blend between them. If you don't want to use Timeline, I am sure you can do the same thing programatically. But its not 100% clear what you want the transition to be. A jump does not need the blend magic - you just have two cinemachine virtual cameras for the two positions, then keep the one you want to use enabled and the other disabled (as said above).

upper cosmos
#

When using State Driven Camera is there an event I can listen to for when the blend transition has been completed?

meager dock
#

Hi all, I'm trying to use a cinemachine camera to orbit my player in a roll a ball project I'm making (original I know!)
But I can't seem to find the right combination of camera type & settings that works

IE:
Does not rotate with the ball.
Does not rotate around the orbit without input

#

So far my best result has been with the Freelook setup using Simple Follow With World Up as the binding mode but this has the issue of rotating around the orbit without camera input (aka when my player moves)

#

Eventually I want to be able to move the ball relative to where the CM camera is facing and to be able to control where it's facing but that's very difficult when the camera moves by itself.

faint mantle
#

Anybody know a way to store this as a variable? I have tried more ways than stars in space.

royal tartan
#

but can you clarify what you're asking?
Are you asking about the brain's live camera?
Or are you asking about just storing a virtual camera in a variable?

faint mantle
royal tartan
faint mantle
#

how

royal tartan
#
public Transform myCamera;```
#

drag and drop the camera into there

#

done

#

all the different cinemachine virtual cameras just move the real camera

#

but it's always the real camera which you're seeing from

faint mantle
#

i mean thanks

#

been workin on this for eons

#

+rep @royal tartan he is very smort

meager dock
#

It still rotates a bit when the ball collides, if anyone can help with that, it'd be much appreciated

mint oasis
#

hi i wanna rotate the cinemachine when mouse right button drag.

warm verge
hollow berry
#

Any suggestions for how to snap to target object via code?

#

I know I could use the object transform and then offset that

#

I was wondering if I can utilize the LookAt property

royal tartan
hollow berry
#

Ah so, both.

#

let's say this is the current position

#

this would be the desired position

#

So essentially a code that offsets the cinemachine camera at the specific distance and position from
the object

#

I have some idea of what I need to do, but I was wondering if there is anything out of the box
like Look At or Follow properties that can be utilized

flat radish
royal tartan
#

that's the point of Cinemachine

#

it does this for you

wary totem
#

How would I go about getting the FOV from a CinemachineVirtualCameraBase within a script?

#

I don't need to set it I just need to be able to get it

#

and i cant enable the camera at this point in the code and then read it from the camera it's affecting

#

also are there performance implications of having a lot of disabled virtual cameras in a scene

wary totem
#

yeah but how do I get that

#

from a cinemachinevirtualcamerabase

#

this is what im using temporarily

royal tartan
#

There's a lens field

#

Yeah

wary totem
#

in the base variant?

royal tartan
#

Is there not one on the base?

wary totem
#

yeah I didn't see it

royal tartan
#

Try it

wary totem
#

i did

royal tartan
#

Guess not then

wary totem
#

yeah its really strange

royal tartan
#

What's the use case

wary totem
#

idk why not every CinemachineVirtualCameraBase would have a LensSettings

#

i have a camera stack

#

and the other field of view isnt matching the one it inherits

#

so i wrote a script to copy it for a length of time

#

when I switch cameras

royal tartan
wary totem
#

maybe

wary totem
#

like yeah I could just do it every time but idk

#

seems wasteful

royal tartan
#

I don't fully understand your issue but

#

Could it just be solved with more virtual cameras

#

Preconfigured as you need

wary totem
#

its just that I dont want to lock my options behind only using CinemachineVirtualCameras

#

I probably will only use them though

#

maybe for now it's fine

grave python
#

Anyone know a solution?

royal tartan
grave python
#

should it be set to interpolate

royal tartan
#

yes

grave python
#

yeah that works thx

#

wow this is waayy better

raw sundial
#

Hey I have a problem with camera, after trying to set far clip plane greater than 2^15 half of the screen becomes blurred, did anyone encounter this problem?

lethal galleon
#

Does anyone have any idea how I can mimic a blend between two virtual cameras similar to how this looks?

#

My first thought would be to somehow edit the rotation curves of the blend in order to preserve the original camera's rotation for longer, but the only curve is for overall blend speed, not position and rotation blend speed individually

#

Unless I'm missing something and I can do that somehow?

flat radish
#

It might need more than two cameras. The zoom initially you could do by animating the focal length, otherwise that would be two cameras (blending to get closer), then there is a rotation (feels like a third camera), then a final flip down to horizontal (a fourth camera).

royal tartan
sour gorge
#

Hey! Not sure whether this would really go here or a code channel (or even input system channel?), but I just started with Cinemachine yesterday
What I'm trying to do is move the camera (I'm using Free Look) on mouse drag
I found two posts, one however has the solution for phones and the other is for orbit (I want the camera to move depending on where the mouse drags)
I've already achieved this with built-in Camera, but I had to switch to Cinemachine due to collisions
Any tips?

maiden fractal
#

Thank you @bronze moon, I'm not sure where to start, I installed the cinemachine package on my project and inserted a 2D Camera into my camera, it made the whole screen black. not really sure what to do

bronze moon
royal tartan
earnest anvil
#

is there a way i can have a mask for the camera shake to be stronger at the screen edges and almost non existent towards the middle?

royal tartan
#

Maybe you want some kind of fisheye lens effect, or other postprocessing?

#

the image would need to be distorted for the edges to move more than the center

earnest anvil
#

This effect i see a lot in fps games and it's more of a shake than a distortion but the middle is always clear so that it's not distracting to the player
so i was wondering if i can achieve something like that

earnest anvil
bronze moon
#

@earnest anvil Look into Cinemachine Impulse signals

#

make custom signal shape if you must

errant shard
#

Camera rotation is percieved as greated motion near the edges than along the axis of rotation

royal tartan
#

so the actual point you're pointing at doesn't change

earnest anvil
#

I have to code this behavior right?
@errant shard @royal tartan

errant shard
earnest anvil
errant shard
#

Will probably work if you can define the impulse to add rotational motion with some randomness, I expect

earnest anvil
#

Thank you everyone

craggy grail
#

Im using pixel perfect camera for the 2d pixel game im working on but when I turn on upscale render texture and move in game it becomes blurry and kinda like jitters around. Is there any way to fix this? (pixel per unit is 16 as well as all other sprites) (I think it has to do with my camera/cinemachine because when I make the camera not follow and at a fixed position the issue stops happening) and yes I have the pixel perfect addon thing for the cinemachine, for a better description of what happens, when my character moves it kinda jitters around whilst still moving normally but it jitters forward and backwards making this blurry effect and making some gray pixels on the edge as it jitters really fast

#

I can send a video of what happens if anyone wants!

errant shard
#

If the moving camera and objects it follows it are not perfectly in sync, they jitter visually

#

All kinds of smooth motion can be problematic

craggy grail
craggy grail
wintry atlas
#

How can I have a camera rotate with another body like a car and then apply the pov after, that way if you dont move the mouse it rotates with the vehicle and if you move the mouse it adds to the current rotation?

flat radish
wintry atlas
#

Tried that, only works on the y routine for some reason

#

Not roll or pitch

flat radish
#

Hmm. Have you tried the Body mode of "Hard Lock to Target"? There are quite a few settings to control "dutch" etc of camera - maybe you can use some of the Bias properties etc to add roll etc. to the camera. With Hard Lock to Target, you don't have to make it a child - just a separate game object that specifies the car as the follow target (and maybe aim target). It can then "follow" the car, and use the "aim" properties to tilt the camera instead.

pulsar palm
#

This game uses Dolly track type camera right?

fast orchid
#

If the camera doesn't move in a straight line, and moves the same way in reverse, then you can probably assume it does. I don't know the game though.

supple arrow
#

is anyone having issues with FreeLook being jerky on the Y axis? Using the new input system and CinemachineInputProvider

long creek
#

How can I remove this sort of shoot to the center when stopping with movement

#

I just want it to be smooth to the center as the beginning

long creek
#

I'm using the horizontal and vertical damping for this, both set to 0.5

boreal merlin
long creek
#

then I almost run out of screen

boreal merlin
#

What do you mean by that?

long creek
#

the damping makes it so that I can go further away from the center of the camera view

#

Like this

supple arrow
#

@long creek mine is setup like this and it's smooth when recentering

long creek
#

waduheck

long creek
supple arrow
#

yes

#

I have a feeling CM is a bit broken in places

#

I'm running on fixed update if it matters

long creek
pulsar palm
#

Hey! I'm using dolly track to follow player movement. I want it to keep camera at a certain distance from player at all times. How can I achieve that?

flat radish
supple arrow
#

how do we get correct mouse movement with freelook and the new input system? it does't seem to work correctly using the CinemachineInputProvider

pulsar palm
supple arrow
#

why not move the track?

pulsar palm
#

But I want the track path to be that way.

flat radish
#

A cart and dolly can move something along the track. There is no support that I know of to make it follow a cart track but not get closer than a certain distance. You would have to write a script for something like that

fading otter
#

moving this here from #archived-code-general : hi yall, I'm working on getting a death sequence to reset the camera properly with Cinemachine, and I'm running into an issue where the camera slowly pans over the world, some of which has been unloaded, to reach the player. I'm trying to use OnTargetObjectWarped, but I think because the camera is part of a State-Based Camera, the transition isn't complete when I call it and so it doesn't behave properly. Is there a way to override blend settigs to change the active camera of a state-based camera?

#
camAnimator.GetComponent<Animator>().Play("MouseCam");
Vector3 deltaPos = respawnPosition.position - transform.position;
transform.position = respawnPosition.position;
followCam.OnTargetObjectWarped(transform, deltaPos);

this is what I'm working with right now, but the camera doesn't warp immediately when the player respawns because of the blending

worthy plank
#

can somone help me with using post processing with cinemachine. im having trouble even though ive done everything that videos have told me to do

royal tartan
#

it just positions/rotates your cameras

flat radish
#

Eg with hdrp you can do things like focal blur and blend between them with virtual cameras

errant shard
half shuttle
#

got this weird camera jitter when moving fast on the Y axis using a "Follow", what could be causing this?

#

here are the cinemachine settings

royal tartan
surreal ruin
#

How can I edit what noise is selected with c# or do I have to change the entire camera

#

(in CinemachineVirtualCamera Settings)

errant shard
bronze moon
# surreal ruin (in CinemachineVirtualCamera Settings)

To add to this from Praetor's link , serialize a couple of NoiseSettings profile noises (the ones from Cinemachine are in Packages>Cinemachine>Noise )

example ```cs
[SerializeField]
CinemachineVirtualCamera virtualCamera;

CinemachineBasicMultiChannelPerlin noisePerlin;

[SerializeField]
NoiseSettings Profile1, Profile2;
private void Start()
{
    noisePerlin= virtualCamera.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>();
    noisePerlin.m_NoiseProfile = Profile1; //etc
}```
half shuttle
errant shard
#

I can't think of any built-in way to make them share properties
I recall in forum threads the devs mentioned having to alter each rig of a freelook camera, which suggests there's not even a way to group properties like that even within the same cinemachinecomponent, let alone between separate vcam components
But I expect you could create such a system yourself without much hassle

#

That could be practical
All it really needs to be is a script that holds references to variables and sets them according to some rule
As a side note they're called virtual cameras or vcams, "cinemachine" refers to other parts of the system

errant shard
#

Not as far as I can tell

half shuttle
#

when I add other ones, it works fine

#

oh, it seems I already had that component added beforehand, but it was collapsed and near the top, so it seems to not have worked as the issue is still the same

#

however, when I disable the pixel perfect camera on the brain, the issue disappears, but the pixels no longer snap

#

as this does not seem to have an option for it

astral turtle
#

Is there a Cinemachine-y way to specify a virtual camera to be perspective/orthographic? The only way I can think of is to have a script on the object that checks if the virtual camera is active and change the perspective mode of the actual camera accordingly but that seems like a janky hack for something that Cinemachine probably does natively somewhere

#

I see stuff online about having transitions between them needing custom code, but I don't need that, just a direct cut-to would be fine

astral turtle
#

Ah, hidden in a second dropdown. Sneaky bastard

worldly wagon
#

He guys would anyone know to to achieve this type of camera with cinemachine?https://www.youtube.com/watch?v=kmOD9ia2n24&t=89s&ab_channel=IGN

IGN

Check out some tracks from the Wipeout Omega Collection running in 4K 60fps.
Watch Everything from PSX 2016 here!
https://www.youtube.com/watch?v=BVolJ3L15lM&list=PLraFbwCoisJDGNMvYoK8UTa1LlMgUhY0U&index=2

Check out our PlayStation 4 Pro Review:
https://www.youtube.com/watch?v=jfVCn8qJ690

While you're at it, catch our PlayStation VR Review her...

▶ Play video
flat radish
worldly wagon
#

Thx will take a look

upper jackal
#

Hello so a simple question about cinemachine. I have multiple cameras on a scene, when im trying to hone in the position and whatnot of one of the cameras i have no feed to see the changes in the game window, how do i go about getting that?

#

Sorry might have asked for help a little premature, I guess i can just temporarly disable other cameras and get the feed.

royal tartan
#

this lets you preview the position in the game camera

orchid trout
#

ayo, I have a question
so how can I lock the camera when the player falls of the bounds in 2D
like when the player falls into the void, the camera doesn't follow the player but locks itself

errant shard
# orchid trout ayo, I have a question so how can I lock the camera when the player falls of the...

I can think of three ways

  1. Use a vcam target that gets its position from the player's, but has its height position clamped to a cutoff value
  2. Use https://docs.unity3d.com/Packages/com.unity.cinemachine@2.9/manual/CinemachineConfiner2D.html, usually the most elegant solution but may be impractical for really big worlds, and maybe overkill for just one axis clamping
  3. Use transposer.ForceCameraPosition to clamp the vcam position directly, though overwriting vcam transforms in code can be finicky and conflict with its own motion
orchid trout
errant shard
orchid trout
errant shard
orchid trout
#

I mean I'm doing a youtube course for a 2D platformer, also I started using unity like 2 years ago but I didn't get any far until now

errant shard
#

Furthermore I would require anyone using Cinemachine to read the first few articles of its documentation

#

C# scripting is really important skill to know at least the basics of, since Unity doesn't really do much anything without it

#

Modifying transform component values is one of the most basic forms of that

crude lake
#

I'm using a 2D follow camera with a pixel perfect component on the main cam and the pixel perfect extension on the virtual cam. There is noticeable jittering when moving vertically

ionic carbon
#

Hello Guys.
I'm trying to set up a third person camera using cinemachine and its working well, but whenever i move behind something, my player disapears from the camera. and i dont really want that
any help i could get?

royal tartan
crude lake
#

Update method: Smart Update

#

Blend update method: Late Update

errant shard
crude lake
#

Both are done

royal tartan
royal tartan
crude lake
#

Yeah

#

Well, there is a RigidBody2D.MovePosition in the ground detection logic, but that doesn't while jumping

crude lake
#

It's kind of huge

#

I can show you said ground detection

royal tartan
#

in a paste site

#

Don't worry I'm used to reading lots of code.

crude lake
#
using System;
using UnityEngine;
using UnityEngine.InputSystem;

public class AvatarGroundedState : AvatarStateComponent
{
    [Header("State")]
    public bool canStartAttack = true;

    [Header("Refs")]
    public float groundCheckDistance = 0.01f;
    public GameObject midAirState;
    public GameObject jumpState;
    public GameObject slash1State;
    public GameObject dashState;

    void OnJumpPressed(InputAction.CallbackContext obj)
    {
        ctrl.sm.SwitchTo(jumpState);
    }

    private void OnFirePressed(InputAction.CallbackContext obj)
    {
        if (canStartAttack) ctrl.sm.SwitchTo(slash1State);
    }

    private void OnDashPressed(InputAction.CallbackContext obj)
    {
        ctrl.sm.SwitchTo(dashState);

    }

    private void OnCollExit(Collision2D collision)
    {

        if (!ctrl.collision.TouchingGround())
        {
            RaycastHit2D hit = Physics2D.BoxCast(ctrl.collider.bounds.center, ctrl.collider.size, 0, -transform.up, 0.5f);
            if (hit.collider != null && ctrl.collision.IsGroundNormal(hit.normal))
            {
                ctrl.rb.MovePosition(hit.centroid - ctrl.collider.offset);
                Vector2 velocity = ctrl.rb.velocity;
                velocity.y = 0f;
                ctrl.rb.velocity = velocity;
            }
            else
            {
                ctrl.sm.SwitchTo(midAirState);
            }
        }
    }

    void OnEnable()
    {
        ctrl.input.jump.performed += OnJumpPressed;
        ctrl.input.dash.performed += OnDashPressed;
        ctrl.input.fire.performed += OnFirePressed;

        ctrl.collision.exit += OnCollExit;
    }

    void OnDisable()
    {
        ctrl.input.jump.performed -= OnJumpPressed;
        ctrl.input.dash.performed -= OnDashPressed;
        ctrl.input.fire.performed -= OnFirePressed;

        ctrl.collision.exit -= OnCollExit;
    }
}
royal tartan
#

ok yeah this is weird ctrl.rb.MovePosition(hit.centroid - ctrl.collider.offset);

#

what is this for again?

crude lake
#

When in the grounded state and you exit the collision, it makes a boxcast below you to check for terrain

#

If it finds any, it moves you down to the centroid of that boxcast and keeps you grounded

#

Otherwise, you go into mid-air state

#

Commenting out that part of the code doesn't change the vertical jittering (as it shouldn't)

#

The gameobject this script is on isn't even active when you're in the air

subtle elbow
#

Can Cinemachine be used to get stills of scenes?

hollow berry
#

can someone explain what is a local frame of a target ?

#

"Make the Virtual Camera use the Follow target’s local frame at the moment that the Virtual Camera is activated or when the target is assigned. This offset remains constant in world space. Also, the camera does not rotate along with the target."

#

this is for transposer

flat radish
# subtle elbow Can Cinemachine be used to get stills of scenes?

Well, kind of. If you are talking about capturing a still from a cutscene that you animated in a Timeline with Cinemachine virtual cameras panning the camera around - then there is a "Recorder" track you can add to a timeline to capture stills or movies etc. But if you are talking about playing a game and capturing the current screen - no Cinemachine is not designed for that. (There is a live capture mode for recorder...) But its more camera movement controls with other things. So while you can capture a screen, Cinemachine is probably overkill. (But don't ask me how to do it! I don't create games, just movies/cutscenes!)

flat radish
# hollow berry can someone explain what is a local frame of a target ?

Don't you love phrases that are not defined? I assume its referring to the local position and rotation of the target object. Damping settings are relative to the local space of the target object (maybe if scale is used this makes a difference???). So "Lock to Target" behaves the same as making it a child of the target. The example given is imagine gluing a camera to a door. If you open the door, the camera moves with the door. In my mind though i just cross those words out as I read the docs! Lol!

hollow berry
#

but yeah, Unity docs are such garbage 80% of the time

tulip topaz
#

can anyone help me smooth out my cinemachine first person camera it seems its a bit too sensitive

royal tartan
tulip topaz
storm blade
#

Hey does anyone know how to make it so that my orbiting camera (mouse delta driven) only works when the mouse button is held down?

#

using the new input system

tropic gyro
#

Guys how with cinemachine i can make the camera look where my car is going like how to make the cam look to the velocity vector ?

royal tartan
karmic pecan
#

How to I set the initial position of a virtual camera? I have it set to follow a character, but when game starts, it always comes from origin to the right position, and it resets to origin after game is closed.

#

that means the first few frames are with the camera moving very fast from origin to the intended position

royal tartan
karmic pecan
#

It's possibly the first option. I have two vcams in the scene, one with priority 10 and another with higher priority

#

it should start with the one with higher priority

#

does it select the other initially because of hierarchy, maybe?

#

ohh, actually, the second camera (higher priority) follows the first, but offset

royal tartan
#

but you could always try disabling the other one temporarily

karmic pecan
#

Ok, I suppose the problem has to do with the double camera setting.

  • Camera A (free look) follows the player.
  • Camera B (3rd person) follows Camera A.
  • Both look at the player.
#

Camera A = exploration camera, Camera B = menu camera.

royal tartan
#

so am I seeing the problem in this video, or this is an illustration of how it's supposed to work

karmic pecan
#

it only jitters in the first few frames of the game, when it starts

#

it doesn't have a problem after

#

it's not in the video

royal tartan
karmic pecan
#

What happens is probably a racing problem. Camera B follows Camera A, which follows the player. It is updating Camera A at the beginning, but Camera B only follows one frame after

royal tartan
#

One thing to try is set the update mode of both cameras to "Always"

karmic pecan
#

then it's the time to blend from one camera to the other

royal tartan
karmic pecan
#

camera B sees as if Camera A starts at origin

royal tartan
#

a better option would be to have both cameras follow the player

#

and/or use a proxy object that follows the player via a PositionConstraint or ParentConstraint and have camera B follow that

karmic pecan
#

it's because the Camera A is free move, so it can rotate around the player

#

I suppose I can start following the player, since it should start at zero angle anyway

hollow berry
#

Has anyone here made an extension for cinemachine ?

#

I am trying to use default camera offset extension and add multiple offset values

#

so instead of Vector3 m_Offset I would like that to be a list

#

any suggestions on how to do that ?

languid pewter
#

i want to resize my camera in a certain way but it only scales the x and y proportionally, how can i disable the proportions?

royal tartan
languid pewter
#

ok

#

thanks

storm blade
#

Oh it's ok I added a modifier and this seemed to do the trick

tropic gyro
#

how can i make the camera smoother ?

void mango
#

I have a free look camera that follows my third person character, but im struggling to get mouse controls right. I can't look behind me because the mouse always leaves the game window so I cant turn enough. Does anyone have any suggestions on how to resolve this?

flat radish
# hollow berry any suggestions on how to do that ?

A different approach I have taken at times is to create another empty game object and add a script to move it around (e.g. track a mid point between several other objects). Add a child cube during debugging to see its movement. Then you can use a standard virtual camera and follow that gameobject etc. It just keeps your code separate from virtual machine code, which I always worry about APIs changing, getting updated etc.

flat radish
royal tartan
tropic gyro
#

okay sorry

#

so my camera is following my car in my game but when the car turns a lot or drift the camera's movement is not very smooth so i wondered if i could make it smoother with cinemachine

flat radish
tropic gyro
#

Okay okay so i have like to up the dampening or decrease it ?

flat radish
tropic gyro
#

Like you mean there are other controls that can smooth the movement ?

#

Because the problem is that in my car game, when i go backwards the camera look at the front of the car(so you can look where the car is going in reverse)

#

But the camera movement is very fast and i would like to slow it

exotic citrus
#

Does anyone know if it's possible to do a DoTween style Fov change on a Cinemachine Freelook camera

storm blade
#

Can anyone see why my function ZoomOut wouldn't work when all the other functions are working fine?
It seems that (line 91) https://paste.ofcode.org/QyxBnKuHk4LNZNfsBUgk6u does confirm that value is changed however my scene's freelook camera isn't updating. Could it be that I'm changing the wrong camera? This doesn't make sense since the other functions are changing the same values and they ARE updating on the scene camera

royal tartan
#

OR literally use DOTween to animate the FOV

#

DOTween can tween literally any value you want.

storm blade
#

@royal tartan Can I ask, now that I have a smooth orbiting solution working and want a button on the UI to reset the orbit to a specific position, is it correct that I can set the orbit and X/Y axis params directly in the script to move the freelook cam to the desired position?

#

Bc when I do this it doesn't move to where I expect

royal tartan
#

Work with Cinemachine, don't try to fight against it

#

make another virtual camera. Put your camera script on that

#

use that camera when you want to control it manually

#

switch to the other one when you want to do whatever else you want to do (like shake)

exotic citrus
exotic citrus
#

Oh okay, I'll try when I get home

exotic citrus
# royal tartan Not DOFOV

How would I put in proper args to change the fov? I looked at the documentation but I don't think I understand the usage properly

royal tartan
exotic citrus
outer slate
#

i have a freelook camera, all of the values are correct, the follow and look at is the player's gameobject, but the main camera's position is at 0,0,0 for some reason
any ideas why this happens?

#

^it seems like clicking solo fixes it, but it only works once since i have to click it everytime i playtest..

flat radish
#

Sounds like multiple virtual cameras fighting over the main camera

outer slate
#

i’ll check if that’s the issue

outer slate
#

^the issue was that i accidentally selected my player and pressed the add freelook button, and it made a couple of "...Rig" objects, deleting those fixed it

dim aspen
#

Is there a way to have a virtual camera have a culling mask, like a normal camera has? I hear that this isn't possible by default, but that there may be an extension for it..?

flat radish
#

So the first question is whether just changing it on the main camera is good enough. Otherwise you probably have to write it yourself. (I cannot see anyone who has done one)

dim aspen
#

Hmm, I see. Thanks!

upbeat cosmos
#

i suddenly got this bug where my rotate code no longer works? happened after I dragged sprite onto camera look in cinemachine transform.Rotate(0, 180, 180);

#

its changing the X instead of the Y and Z values, is there a solution im stumped

royal tartan
#

(180, 0, 0) is probably equivalent to (0, 180, 180)

#

euler angles are funny like that

#

actually yeah you can do it with your hand

#

and see easily that those rotations are equivalent

upbeat cosmos
#

ok so sprite will not show in game when its rotated 180

worldly nova
#

It's probably going behind the camera

upbeat cosmos
#

it was! thx

upbeat cosmos
worldly nova
#

Set the game view scale back to 1

upbeat cosmos
#

wow ty

warm verge
#

sup, wanna have multiple static cameras around the scene, then when the player (FPS camera) enters in range, the camera switches to the static camera

#

better to use Clear Shot or State Driven?

#

if you want to know context, its for static interactable items. such as a mouse input keyboard and book

errant shard
warm verge
#

do they come bundled with the plugin?

errant shard
#

(many packages have them and they are great)

tulip topaz
#

how do i get the value in pov on script

iron sundial
#

does cinemachine have any function that will let me blur the whole game except the UI? or how else can i do this?

tulip topaz
#

how do i make a new forward depending where im looking at

royal tartan
tulip topaz
#

can i dm u

royal tartan
#

No

tulip topaz
#

...

tulip topaz
royal tartan
tulip topaz
#

ye

royal tartan
#

Idk you shared essentially 0 information so how am I supposed to answer you

#

You asked how to get the forwrad direciton

#

that's how to get it

#

you put that wherever you need it.

tulip topaz
#

ill just send u my script

#

thats my camera script

tulip topaz
half shuttle
#

I have two cameras with the only difference being different culling masks, yet one has a different "current pixel ratio" when I add a pixel perfect camera with the same settings as well to both of them
why does changing the culling change the pixel ratio?

molten yacht
#

Hi! How can I implement a walk animation? Make the camera move when you are walking/running? Is that an animation, a cinemachine effect..?

half shuttle
molten yacht
#

@half shuttle I'm trying to do it with a noise profile, but can't access it from a script 😦

half shuttle
#

have you accessed it in a way like this?

CinemachineVirtualCamera vcam;
vcam.GetCinemachineComponent<CinemachineBasicMultiChannelPerlin>()

#

with then a dot and name of the thing you are modifying

molten yacht
#

Yeah hahah got it working literally right now

#

Didn't know about that GetCinemachineComponent method

#

Was looking in the script properties

#

Thanks n.n

half shuttle
#

ye, it is a bit confusing

errant shard
#

The cinemachine script reference seems to do a dismal job of showing the methods you're actually meant to use

flat radish
#

Cinemachine Virtual Cameras have the ability to aim towards a target (look at them) and follow a target (at a specified offset). These are not animation effects. You can make it follow the root of the character for a stable camera movement, or follow part of the head if you want it to bob around. You can use damping to adjust how closely it matches the target object.

#

You can also create dolly tracks for example (spline curves) and make the camera move that way too.

half shuttle
#

I did ask about this issue a week or so ago, but will ask again just in case:
I have a pixel perfect cinemachine camera following the player, the player's rigidbody is set to "interpolate" and there is no damping on the camera, so wanted to ask what else should I change/add to remove this kind of jitter when moving vertically (as horizontally it seems to be totally fine)

royal tartan
half shuttle
royal tartan
#

(smart update should be able to pick the right one though)

half shuttle
#

sadly still same jitter

royal tartan
#

And if you disable pixel perfect?

half shuttle
#

the jitter is removed, but then the image is no longer pixel perfect

#

maybe I'm messing up with the render textures?

#

as basically, the pixel perfect cam is put on a render texture, which then is shown to the main camera

royal tartan
#

what your cinemachine vcam settings

half shuttle
royal tartan
#
  • use unlimited soft zone
  • set soft zone and dead zone to same size
half shuttle
#

sadly no changes in both cases

#

maybe I'll just, zoom the camera out far enough for the player to not notice lol

mystic cloak
#

does the cinemachine confine use the center of the camera for the polygon?

royal tartan
mystic cloak
#

okay thanks

#

for the state driven camera, is it possible to use something other than the animator as the state machine?

half shuttle
#

now with a pixel perfect camera I have an issue that what is shown in the viewport is not what gets rendered on the render texture

royal tartan
half shuttle
#

how could I make the render texture match what the viewport sees then?

royal tartan
#

easier to go the other way around

half shuttle
#

so make the viewport match the render texture?

#

as right now, I try to have the game render a 426x240 screen to a render texture

#

and no matter what I set the size of the render texture, it never matches the viewport

royal tartan
half shuttle
#

I know, it's just that no matter what I set the render tex resolution, it is always smaller than the pp camera resolution

#

I def must be messing up some basic thing, as I don't have much experience with pixel perfect stuff

royal tartan
#

game resolution is what you should be setting to match

half shuttle
#

oh, ye, now it works, thank you!

#

also had some weird issue where the viewport rect of some cameras was randomly way different from default, so some extra issues were solved while doing this lol

#

though wait, it's still not matching the viewport even after the changes, though it is quite a bit closer now

#

the size of the render texture is the same as the game resolution

#

and the pixel perfect cam has a resolution of half of that

#

I genuinely do not know what could be causing the error at this point

wet sorrel
#

wow this channel has been dead for a while 😛

#

is there a way to have a cinemachine extension to ignore an inputted position whilst having access to the what was to be the new camera position in code for that update cycle?

wet sorrel
#

i solved it by not using a custom cinemachine extension

sharp elbow
#

This has been bothering me forever but.

A lot of the time, when I'm trying to position a camera in non-gameplay mode. It doesn't update in the GameView, unless I change the Priority to like -1000 back to something high like 1000.

Anyone have any ideas?

craggy grail
#

So I have damping on cinemachine off and have interpolation off (for pixel perfect) and it works great theres no jittering on the player and stuff like that, but if I turn interpolation off the camera follow is very non smooth and feels like its moving by noticable chunks rather than a smooth follow and I only have Upscale render texture rather than pixel snapping, so does any one know the fix to this issue? or is it always supposed to be like this?

#

It mainly feels like low fps

errant shard
#

If you mean rigidbody interpolation, that has nothing to do with pixel perfectness and should be kept on
It just makes the rigidbody gameobject update its position each frame, rather than each physics timestep which is usually considerably less frequent

short jolt
#

Hey, I'm trying to add camera shake to my game. I have two different cinemachine cameras but I'm trying to assign the camera shake to the camera to the one with the highest priority. (currentCam variable). How do change the local position of a cinemachine camera that will move the main camera?

raven monolith
#

probably just attact a monobehavior to the cinemachine brain and get the highest priority cam from the cinemachine brain

coral ingot
#

Trying to use Cinemachine to follow a target with the framing transposer in 3d but am running into errors. First I ran into an error where the Y position was changing when moving the characater in the "forward" or "backwards" movements as shown here in this video
https://streamable.com/gn2hxl

But I fixed this by using the following "LockCameraY" script that I found online.

using UnityEngine;
using Cinemachine;

/// <summary>
/// An add-on module for Cinemachine Virtual Camera that locks the camera's Z co-ordinate
/// </summary>
[ExecuteInEditMode]
[SaveDuringPlay]
[AddComponentMenu("")] // Hide in menu
public class LockCameraY : CinemachineExtension
{
    [Tooltip("Lock the camera's Y position to this value")]
    public float m_YPosition = 10;

    protected override void PostPipelineStageCallback(
        CinemachineVirtualCameraBase vcam,
        CinemachineCore.Stage stage, ref CameraState state, float deltaTime)
    {
        if (stage == CinemachineCore.Stage.Finalize)
        {
            var pos = state.RawPosition;
            pos.y = m_YPosition;
            state.RawPosition = pos;
        }
    }
}
#

however I am still facing yes another issue where even though that is now fixed, the camera still moves and tracks the target along its Z position even though the target is not in the dead zones. video to follow momentarily

#

Looking to fix this

#

I feel like this may be fixable by locking the cameras Z position until the target is in the dead zone, HOWEVER, I am unsure of how to check when the target is actually in the dead zone

#

or if thats even the best solution

coral ingot
#

Which I may have figured out how to determine if the target is in the dead zone or not.

#

if you take the screen height and multiply that by the dead zone height value, then subtract that number from the screen height and divide that number by 2, that should give you the threshold from the top and bottom. if the target is in that threshold they're in the dead zone. then you can enable and disable the script for locking the z position from there... thats the idea anyways, time to see if it works 🤞

craggy grail
coral ingot
#

and it didn't really work.. 😦

craggy grail
#

nvm I fixed it ty

craggy grail
ripe lagoon
#

Is there some way to override/define the timeframe cinemachine uses? I'm using a fixed time step in a network game and I think cinemachine's LateUpdate is happening during the interpolation phase so it causes some visual jitter.
Any ideas?

coral ingot
flat radish
# coral ingot anyone able to help with this please?

I was looking at it, but I don't have an explanation! If you can repeat in a small project, I would be tempted to upload to Unity as a potential bug. (I assume the problem is the "Y" movement goes into the dead zone at the bottom in your video, which should never happen, but does not reach it at the top. Its like some offset is out.)

coral ingot
# flat radish I was looking at it, but I don't have an explanation! If you can repeat in a sma...

I'm not sure what you mean by your interpretation of my problem, I don't know if I'm understanding you correctly. Just to clarify, the issue I'm seeing here is that after locking the Z movement (issue shown in first video) the Y value still changes even though the targeted game object is not in the dead zone (shown in the later half of the second video when I make it go "forwards" and "backwards" - not horizontal)

#

I'll upload the whole project either some time later tonight or sometime tomorrow to a dropbox or something and then DM you the link if you're okay with that. If you want to submit it as a bug or take a look to see if you can solve it then I'll be happy. If you take some time to figure out the issue and fix that I'll be happy to pay you some sort of tip or something as compensation for your time.

flat radish
#

I am just a user like you - but have created a few bugs and uploaded them to Unity (its in the Unity menus) and they have fixed them when there is a repeatable test case. But to be clear, I was noticing the dot going into the dead zone at the bottom and would never reach it at the top. I cannot see the actual numbers for X/Y/Z (too fuzzy in video and my eyes! ;-))

coral ingot
#

And actually I had it backwards - in the second video its the z movement that still changing not the y value

coral ingot
#

is that from the first or second video?

flat radish
#

The first

coral ingot
#

interesting

#

thats just the framing composer with standard settings really.

#

no z or y locking

flat radish
#

Yes. I don't have an answer for the problem, but the different offset at the top and bottom in the second video was also a problem even in the first video (just amplified)

marble axle
#

How can I make the cinemachine camera actually preserve distance? Whenever it hits an object it just flashes in, which tends to not look very good at all
I would have thought preserver camera distance would move the camera upwards if it cant see the player

flat radish
#

Sorry, I don't understand the question. Could you expand perhaps? Cinemachine can keep the camera at a distance, but I don't know of any logic in there to say "if you cannot see the target, move the camera around so you can see it". I don't think it is that advanced.

silver flower
#

greetings. i have a problem where i need to set the ease time to 0 for a frame, or change it to cut. i want it to be ease in for 0.5 sec when going between rooms in my 2d platformer, but i want it to cut when teleporting between rooms. how i do that?

both the m_DefaultBlend.BlendCurve and .BlendTime are getters only so i can't set it like that.

Edit for anyone searching for this in the future: Use a custom blend (any camera to any camera) ([SerializeField] CinemachineBlenderSettings variableName) then set the time
(variableName.m_CustomBlends[0].m_Blend.m_Time = 0f) for .1f or so.

stone acorn
#

hey everyone im having a problem animating the camera when i hit this buttoncan anyone help?

#

here is the code

tulip anvil
#

Why exactly happen when I failed to add member into CinemachineTargetGroup?
I just spawned a GameObject and then adding that into the target group immediately after instantiate.
How to solve this issue?

tulip anvil
#

Nevermind, found a bug which called AddMember and the RemoveMember

true heart
little flicker
#

Is there any way to apply the noise of a cinemachine virtual camera to other transforms?

little flicker
royal tartan
#

And just set the priority super low so it never becomes the live camera

coral ingot
#

is there a way to programmatically get a framing transposer camera to center itself on the follow target other than just programmatically setting the deadzones to 0?

little flicker
split flicker
#

Hey! I have a gameObject called CameraAnchorPoint and I have a Virtual cinemachine set to framing transposer that is is following the player..

I would like to move the Virtual camera to the GameObject's location and back again

#

any help would be amazing

flat radish
# split flicker Hey! I have a gameObject called CameraAnchorPoint and I have a Virtual cinemachi...

With Timeline (my area of expertise), you would normally have two virtual cameras and blend between them using CinemachineBrain on the main camera to do the magic. This thread talks about options a bit https://forum.unity.com/threads/cinemachine-virtual-camera-switch-target-at-runtime-in-virtual-camera-its-causing-jerk.498498/

raven monolith
#

don't cineamchine cameras already blend by just setting a different one as the active camera?

#

blend property in cinemachine brain

#

no need to use timeline

tidal tapir
#

Hi, im playing with the third person template. For two type of gameplay i need different management of camera, and i got working one of this, but cant manage to achieve this:

Camera should follow PlayerArmature Z position only (down to top screen) without change camera rotation or move left/right. Body transposer and bind world space is newr to the result but still follow the X axis nad rotate like 30deg during movement on left or right.. any tips?

flat radish
#

That is, write a script to move the empty game object based on your specific logic, if virtual cameras don't support it natively.

flat radish
onyx brook
#

Hey could any1 help me understand why i cant move my camera around?

#

I think i set everything up right

#

but i dont know where to start checking

royal tartan