#🎥┃cinemachine
1 messages · Page 17 of 1
just... I would absolutely use an intermediate variable for the POV
because if you want to modify that axis, you're going to have to copy that whole struct back into that field
e.g.
CinemachinePOV pov = myVirtualCamera.GetCinemachineComponent<CinemachinePOV>();
AxisState horizontal = pov.m_HorizontalAxis;
horizontal.something = somethingelse;
pov.m_horizontalAxis = horizontal;
hello guys I have a problem with the cinemachine. Basically whenever I go on play mode and I move the player ,some of the pixels in the sprite warp and change their size. how can I resolve it ?
So for Cinemachine Free Look with new input system, I'm struggling to understand how to reference the mouse to move the camera around. I've added the input action to the Cinemachine Input script, and then since it's a Vector2 value i've done:
{
lookInput = context.ReadValue<Vector2>();
mouseLook.x = lookInput.x;
mouseLook.y = lookInput.y;
}
This gets called in Awake, but i'm unable to control the camera still.
hi, I have a question about the camera .. idk if I should post it somewhere else
my camera sees through the wall which has its collider, and the camera is inside an object that has a collider too, I was given the advice to make the material of the wall rendered from both sides but I am using URP I think it means picking "render face : both" which I did but the camera still does see through the object
(I made the walls in blender and imported it to unity)
does this have anything to do with clipping planes?
anyone who can help
Hi everyone. I am using cinemachine for the movement of a character. When I move the camera with the mouse and hover the mouse over an on-screen canvas, the camera movement is canceled. Does anyone by chance know how to make that not happen? I would greatly appreciate the help. Thanks
How to turn off automatic package downloads? I have nearly a dozen versions of packages like Cinemachine, TextMesh Pro etc. Deleting them doesn't fix the problem, the next time I run Unity, it begins downloading them allover again.
Maybe your manifest is messed up there?
@crimson cloud what does that mean?
Your package manifest json, maybe it holds all the items inside as an element, and when unity checks for them, it might load them
Inside your project folder, same level as Assets Folder, ther eis a packages folder, inside that a manifest.json, you might wanna post it here
Anyone knows, why my virtual camera look at target is not being updated when I move it?+
Okay looks liek the look at on the virtual camera is not working at all...
@crimson cloud Sorry, don't quite understand the description of your virtual camera problem. Despite knowing nothing about the manifest, I know quite a bit about Cinemachine (maybe more about it than any other part of Unity), so lemme know any and all questions you have. I can probably help.
Is there any way to get a spherical orbit camera? Orbital Transpose is locked to one axis, and I can't get FreeLook to be anything but an ellipse.
The easiest way to make a spherical camera is to choose a basic free camera, and create a physics rig that does everything else for you. ie target jointed to camera carrying body that's not driving any forces back to the target. If you're not currently using 3D physics, this will add frame processing time, as 3D physics isn't nearly as cheap in terms of CPU as 2D physics.
@hybrid herald And this will involve a lot of fine tuning of the little physics rig, in terms of damping and forces used to get your desired motion and responsiveness. But once it's setup, is more capable of more creativity than merely the spherical rig. It's just that using this for spherical movement is the easiest and first thing to get right with it. After that, you can it do any kind of elliptical and dolly based things you can imagine, too.
Plus you get another kind of abstraction, in the sense that whatever type of virtual camera you've attached to this rig can have all its properties and responses animated and dynamic, too.
All I need to do is orbit around an object. Exactly like the free look camera, but just a sphere. I would never leave something like the main camera movement to the mercy of Unity's physics simulation.
I settled on just using the Free Look camera.
It's just extremely weird that they built this super advanced camera system, that has circular movement, and elliptical movement. Took them like a decade to create and fine tune the tool. Made by veteran camera systems programmers and cinematographers, with over 20 years experience, all those AAA games under their belt. A tour de force, of their best work. The mastercraft they've been building towards their whole careers.
Endless options for filmmakers and and advanced suite of options for professional games. A complete out-of-the-box solution for video game cameras.
And it never occurred to them that someone might want to move the camera in a circle in the Y axis? Like they couldn't just adjust the curve on FreeLook to be circular?
The more you use it, the more odd oversights (no pun) you'll find. And that's just in Cinemachine. Apply that same criticality to Unity and it becomes clear that product design is not part of the product.
Granted, I understand your trepidations with regards Unity physics. It can be improved through force of will and restraint. Time is the biggest problem. Unity doesn't provide enough access to good signals of granular timings less than fixedUpdate and Update. Using the AudioThread is the easiest way around this.
It's not really just Unity's physics. Developers have tried using physics simulations for core movement mechanics for decades, and have all given up, with very few exceptions (vehicles being the only major one, but they still use kinematics for the camera). Kinematic solutions are still dominant because of their precision and predictability, which are extremely important when dealing with something as fundamental as camera movement.
I'm a bit of an exception. Have been using physics as drivers for a decade or more. I know PhysX and Box2D inside out. And how to work around most of their problems. My entire game is physics driven, with very few "overrides" to cause different behaviour. It's possible to do better than the kinematic and algorithmic ways of moving things with a physics engine, because it brings in compounding slop, slack and "life" ness. but it does take a commitment to understanding the algorithms of the physics engine, and a huge amount of experimentation with joints to understand their ways and means. Joints have sweet spots. But yes, I do see that I'm an outlier.
I get your point, though. It takes a good deal of determination to understand what degrees of determinism are possible in the physics engines, and to work around how they want to be worked with.
Anyone using 2021.1.22f1 with Cinemachine + new input system? At this point I think it's just the Unity version, I can't get my mouse input to be received by Cinemachine FreeLook camera at all.
Are you using the included Input Provider from Cinemachine?
Did you have it working before?
Yeah, included input provider script, but just nothing. Game runs, but no input from the mouse. Found a couple other people that reported it didn't work for them either.
Seems like only "fix" at the moment is to enable both input systems. Use old input solely for the mouse control of Cinemachine.
Not sure if this a CM issue, or a Unity 2021 issue though still.
Yeah I'm on 2020.3, and it works for me. Version chasing never did anyone any good.
If it's a serious project, and there isn't anything you need from 2021 that isn't absolutely essential to your game functioning, I'd just use 2020 LTS
And I only upgraded to that, because something was broken in 2019 lol
Yeah, whole point of using 2021 was that it was a brand new long-term project, which seemed to align better with 2021.
And I only upgraded to that, because something was broken in 2019 lol
But there has been several issues already, much worse than 2020.
There are still people making commercial games with Unity 5.6
If there isn't something you absolutely need in 2021, you're probably better off sticking with a more stable version
it's probably the new inputsystem at fault.. it's shite 😄
Yeah, just had to throw it to "Both" inputs for now. Use old (mouse) for cinemachine, probably hard code in a gamepad, then the rest will be with new input. So confusing lol
ReWired all the way for me - though haven't had to use it with cinemachine yet
Hm looks nice, wonder how it does work with CM though. Also if it ever is less than $45 lol.
Yes, it's been on sale, and I THINK it was in a humble bundle once
damn
I don't think so on the humble bundle front
Though it could've been if humble bundle did a Unity Bundle before the one with the ProSnaps
I did a small amount of custom input for Cinemachine the other day, and it would be pretty easy to hook anything up to it.
Unity is a little more vague about it than they have a right to be. I don't see why they can't show an example right in the documentation, but it wasn't hard to figure out.
They just wanted to waste my time by forcing me to make a new project, install the Input package and Cinemachine, and then dig for the example script, and pick out the relevant code.
Here's the basic code you need: https://hatebin.com/qrvktdvlzq
But this still doesn't fix the new input system, does it?
You said:
I wonder how it does work with CM though.
in reference to ReWired.
So I told you how it would work. Leaving you to wonder, no more.
Gotcha. I didn't look that far into ReWired. I don't know what they use to pass reference for controlling, but I'm sure I could figure it out. Thanks for the input @hybrid herald
You can use polling or events. It's not too different from Unity's system in terms of functionality, but I had an easier time with it. The documentation is definitely better. And the developer will actually respond if you have a serious issue.
As with most of Unity's features, you're basically at the mercy of the community to resolve hangups.
How do I access the Shoulder Offset value in the inspector from the code and is it a good way to rotate camera with mouse vertically using the same value?
Hi everyone, I've been looking into this issue for a while but found no solution so far: what is the best way to 2D confine a perspective camera?
they've done loads
what does "2D confine" mean in this context?
I meant in the setting of a 2D game, to limit camera bounds like a Camera Confiner does for an orthografic camera. What would be the best approach to do so?
Isn't it just clamping the x/y coordinates of the position?
Not exactly, since I want the camera view at a certain z distance to be bounded by the confiner, not the camera itself. I found a few forum posts on the matter but no solution so far
So for example, if I set a confiner at z=0, I dont want my camera at z=-10 to show anything beyond those bounds at z=0, much like a 2D confiner would for an otho camera
You want the camera view to be confined to a certain z distance? Isn't that just setting the far clip plane for the camera?
not sure I'm following
Anyway not sure I understand what's preventing you from using the Cinemachine Confiner in this case, if that's the behavior you want?
This post might explain it better than I did https://forum.unity.com/threads/perspective-vcams-with-2d-confiners.508804/
I meant confining the screen edges to that confiner at that z. My problem is precisely that the Cinemachine Confiner does not work for Perspective cameras in 2D mode, according to the documentation
Seems like that thread is a great resource for doing what you want
I was wondering how other people solved this problem, maybe there would be a better solution than simply parenting a perspective camera to an orthographic one
it took me too long to figure out the state machine camera... lol
I am using camera stacking, each with a different near/farclip distance... is there a way to do that and still use cinemachineVirtualCamera?
cinemachine virtual cameras shouldn't intefere with your camera stacking at all
cinemachine is forcing the near/far clip to whatever it is set too, for all cameras with a brain?
Should really only need one brain
something like:
Main camera (with brain)
- stacked camera 1
- stacked camera 2
the stacked cameras as children
Would that work for your game?
Why does my free look camera is controlled by wasd instead of the mouse?
I use the new input system btw
I have a bunch of VirtualCameras and a FreeLook camera, where 'Look At' is always the player character. For these cameras, I want the player to be able to look around with the right stick. I'm trying to make it so input manually manipulates the Screen X and Screen Y, with it snapping back to the player after. I'm having issues wresting cinemachine.
I can reference the component:
GetComponent<CinemachineVirtualCamera>();
But I don't know how to influence ScreenX in Aim.
how do I rotate player and camera together with free look camera?
Set the FreeLook camera's 'Follow' to the player
@twilit wave there is a function called GetCinemachineComponent. This thread might help: https://forum.unity.com/threads/how-to-access-body-damping-from-script.521492/
@brisk fjord that's what I had to do in the end, but specifically with the <CinemachineComposer> to affect screen X for all the rigs:
var brain = CinemachineCore.Instance.GetActiveBrain(0);
activeCamera = brain.ActiveVirtualCamera.VirtualCameraGameObject.GetComponent<CinemachineVirtualCamera>();
active3rdPersonCamXR0 = vcam1.GetRig(0).GetCinemachineComponent<CinemachineComposer>();
active3rdPersonCamXR1 = vcam1.GetRig(1).GetCinemachineComponent<CinemachineComposer>();
active3rdPersonCamXR2 = vcam1.GetRig(2).GetCinemachineComponent<CinemachineComposer>();
active3rdPersonCamYR0 = vcam1.GetRig(0).GetCinemachineComponent<CinemachineComposer>();
active3rdPersonCamYR1 = vcam1.GetRig(1).GetCinemachineComponent<CinemachineComposer>();
active3rdPersonCamYR2 = vcam1.GetRig(2).GetCinemachineComponent<CinemachineComposer>();
Then to actually change them in game:
lookInput = playerControls.Movement.CameraLook.ReadValue<Vector2>();
// Camera control inputs
clampedlookInput = Vector2.ClampMagnitude(lookInput,0.5f);
currentLookInputVector = Vector2.Lerp(currentLookInputVector, clampedlookInput, 0.7f * Time.deltaTime);
verticalLook = currentLookInputVector.y;
horizontalLook = -currentLookInputVector.x;
// Camera movements
vCamlist.active3rdPersonCamXR0.m_ScreenX = 0.5f + horizontalLook;
vCamlist.active3rdPersonCamXR1.m_ScreenX = 0.5f + horizontalLook;
vCamlist.active3rdPersonCamXR2.m_ScreenX = 0.5f + horizontalLook;
vCamlist.active3rdPersonCamYR0.m_ScreenY = 0.5f + verticalLook;
vCamlist.active3rdPersonCamYR1.m_ScreenY = 0.5f + verticalLook;
vCamlist.active3rdPersonCamYR2.m_ScreenY = 0.5f + verticalLook;
I wish there was a way to reference all the rigs in FreeLook at ones but I couldn't see a way
Create an empty object and parent it to your character, follow this object and position it as required
Cinemachine has "offset" fields in vcam settings
No need to use an empty
In some situations you might want to set a specific bone as the vcam's target
Hi! Does anyone know how to make Cinemachinebrain jump into looking at a specific point instantly instead of it having to slowly drift to that location?
How do I change the cinemachine clipping plane
I try to change it but it keeps going be to 0.2
Change it on the virtual cameras and it should work fine
Thanks fixed it
Hi, I'm wondering if there is a good example of using Cinemachine to make a decent vehicle follow camera. I saw this thread on Twitter https://twitter.com/KptUcan/status/908073182107750400 & Adam Myhill talks about a new camera type specifically for vehicles, but I've not found it? Then in this video (~13mins) from Siggraph 2019 (https://www.youtube.com/watch?v=TtD-ywes5oQ) he's talking about Reactor feeding into a follow cam, then some more advice here from 2018 https://forum.unity.com/threads/when-will-reactor-be-available.531676/ saying Reactor's (I think it's the same Reactor) shelved. I get that the solution's going to be different per-project, but I feel like a decent starting point should be a solved problem? I think I'm understanding the body transposer/ aim composer correctly, but the Siggraph video was saying "you need more" and anyway, even all of the transposer/composer parameters are kindof daunting for someone like me with no background in this (experienced C# programmer, somewhat experienced with Unity physics/ general stuff). TIA<3
Better #cinemachine cameras for offroad, @Adamjcmyhill 's suggestion was awesome. Now I can show more on screen #gamedev #indiedev #unity3d https://t.co/pAax6GraBV
Does somebody knows how can i change the shoulder offset by code? I wanted to change the Z offset to make a aim of it
Highly recommend just setting up an additional virtual camera that is configured appropriately for "aiming mode" and switch to that camera when necessary
Sorry it's still not what you asked for. I tried to find an example using the shoulder offset, but don't have one handy. There is a working example with two virtual cameras like PraetorBlue suggests in the "Samples" that you can get from the Cinemachine package on the Package Manager tab. Another neat working example from Unity with source is here https://youtu.be/537B1kJp9YQ?t=590.
im using cinemachine which is following player, but i dont want to follow rotation (when im changing rotation of player then camera is rotating too), how can i do it?
I think you want to set the CinemachineVirtualCamera's Body Transposer Binding Mode to "Lock To Target On Assign (this seems to be working for me with Aim set to Composer for a 3rd-person style camera). https://docs.unity3d.com/Packages/com.unity.cinemachine@2.8/manual/CinemachineBodyTransposer.html
its working now thanks
Hello guys, I'm having a problem with the cinemachine camera... whenever I start to walk with my character, the camera jumps to the center of the character feet, does anyone what could be the cause of it?
Thanks 😄
nvm, found the issue already, the problem has to do with my cinemachine collider's setup
@boreal lichen
Hey folks, I'm having some issues related to Cinemachine and Starter Assets, made by Unity: https://assetstore.unity.com/packages/essentials/starter-assets-third-person-character-controller-196526
I realize this may be more related to Starter Assets and how it affects Cinemachine, but maybe someone can help:
- I have a start rotation of VCam before game start.
- Once game starts, CameraRotation() method in ThirdPersonController.cs is rotating VCam follow target to some arbitrary value (I specifically care about Y rotation, but this applies to all axes). That arbitrary value seem to be around -100f on Y rotation.
- I cannot figure out why this is happening, as there is no input whatsoever at beginning of the game (both in editor and in WebGL build).
- Camera control works just fine in game, but I would like to have control at beginning of game over both camera position and rotation. Position works just fine, but rotation seem arbitrary.
Did anyone experience same/similar issue or used Starter Assets with Cinemachine?
Hello everyone ! 🙂
I come to get some help about a thing I try to do with cinemachine. I'm actually working on "lock target mode", like soulsGame.
https://gyazo.com/9fd8f9a7e9c006f498bf5ab1a6d6a075
(example in video)
that's my problem, I don't know how to move my camera to see my target, and my player at the same time. Is exist some parameters to fix that, or if I need to code it, how can I process please :3
My camera is "freeze" in the orbit, so I can't move arround my target
Please contact if you have any ways/idea.
I have a dolly track with a camera that follows the player. I'm trying to change the autodolly position offset of the camera so it is always 'behind' the player.
I have a horrendous temporary solution:
grab the rotation of the character (look angle)
If look angle is between A and B, set camera offset to X
if look angle is between C and D, set camera offset to Y
As the player's look angle is relative to the world, this solution only works for dolly tracks that are in a straight line. If it were to go around a corner, I would have to reset the A,B,C,D values. For curves, it would be just awful.
Does anyone have a good solution for managing this? It would be great to get player look angle in relation to the dolly track itself, but I'm not sure this can be done?
Duplicate the virtual camera. Move the duplicate down 5 meters. Create a script that enables and disables the virtual camera GameObjects.
How do I change the follow on Cinemachine FreeLook? I'm super beginner
@left ether You can assign the follow target in the inspector
drag the defaultCharacter object in there
It's for a classes menu, so I can change the character
There is probably a simpler way to do it
that should work then. Probably best to call it outside of update tho
defaultCharacter.transform
you are trying to assign the GameObject but it wants the Transform
ive got it working
Hello !
just an easy question, do you know if is possible to export a cinemachine path as sort of spline ? (i'd like to get the path as 3D object and put it in 3ds max)
Hi!
I'm trying to do some binds on cinemachine, but VS says "CinemachineCore" does not exist. I see people using them in numerous code examples
Anyone knows what I'm missing?
Do you have the correct using directive(s)?
I have added using Cinemachine; but it does not matter. The code compiles and works but no cinemachine related intellisense at all. Probably a cache issue /shrug
generate project files in Unity external editor preferences
Did that, nothing. Deleted library, re-generated everything, plus updated to 2021.2 since I already wanted to do that works perfectly.
Interesting question about Cinemachine Collision tho. I have a scene setup, that allows zooming the camera in and out. I'm trying to implement collision but it handles the main objects in a wrong way.
Hello have you tips to do target lock mode (like darks soul, kena, assasin creed ...) with a free look cam ?
(by the way sorry for the repost)
Afaik, the FreeLook camera has a Look At Override, that you can change via code.
As of my question, I'll post an image here, maybe someone knows the answer:
I'm sorry I can't help you for your problem, but if you are agree, I want to know more about what you said for me, I know i have a ovveride target look but my camera seem to lock my target( normal) but freeze in the orbit (not normal), when I walk right or left, I can just go out of my camera vision angle, my cam don't stay behind my character. I dont know if we can fix it with some cinemachine variable
( my situation : https://gyazo.com/9fd8f9a7e9c006f498bf5ab1a6d6a075 )
Did you try to adjust the Orbits Binding Mode?
Not really, but I'm asking if I need to use cinemachine for this or to change with the code, and if its the code, I need to find something to stay align with my target and my character
I didn't event know what write on google to find some tips to resolve my problem
Could dolly tracks be used for things other than cameras?
Like a rail for players to grind on
yes you can use them for anything you want
Interesting
Has anyone experienced the camera falling off from the Doly track and how to fix this?
Never experienced that, no. How did you set things up?
Normally like I tried to make the track so it doesn't intersect with itself and still had the problem but when I go into the game mode it starts randomly to fall from the start and it won't start from the start position instead it picks a random location to start from
Hello, does anyone know what could be the problem ? When i make desired cutscene with cinema machine everything is working fine on the first try when clicking play button. Second time problem occurs, when i click the play button in inspector is showing that it is changing position from cam 1 to cam 2 but in the scene it doesnt its just stuck at cam1 without changing its position at all. Someone had similar problem or any solutions to this?
It can be that when inspecting a camera it will be focused in the editor and when the cutscene plays the priority of the camera turns back and therefore does not show the correct camera
Are you using Timeline for the cutscene?
@uncut sentinel
I must have accidentally changed something, but can't find it. Scene view with the main camera perspective is on the left, that's how this has been properly working for weeks. Yet now, on the right is my game view.
No clue what changed to cause this. The Main Camera view on the left is how I want it and how i've had it working for quite a long time...
It is supposed to be third person perspective, exactly how you see it on the left.
Haven't changed any code or anything structurally, and it is working 100% exactly how it was from the main camera view on the left. So I'm assuming I accidentally clicked something on the CM FreeLook cam.
Solved:
Looks at some point the Camera on the CM FreeLook was changed to Render Type "Base" instead of "Overlay".
yes i did, i had Brain and Virtual cams. When i turn gizmo i see camera moving how its supposed to, but on gameplay cant see that one
when the camera moves it like paints
Watch Untitled and millions of other Requested videos on Medal, the #1 Game Clip Platform.
what shake
look at the sides
it like paints behind the character for example
the camera is following the player
O ye, I never see that in unity but is there something to render there? Or is it just void?
void
Ye that why
oh ok
You don't have the camera set to any background colour I think
So it defaults to nothing and therefore renders nothing there showing the last rendered frames making it look like that
Np
And it looks like your player is a bit shaky, try updating the camera position at the same time as the player, https://youtu.be/qtV8JEIq0Ng
If you have experienced stuttering in Unity3D, we present a solution you can use here.
Original blog post and source code can be found on our website: http://www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8?utm_source=youtube&utm_type=SMVideo
ok
but i am not updating the camera in script
i am just having it follow the player
its on smart
If that does not work see if you keep your player consistent with Delta time
i do
nevermind i fixed it
how do i fix my cinemachine camera so that it doesn't follow the player smoothly and snaps directly to it?
Introduction:
Hey guys. I use cinemachine since a while but only the basic stuff. Managed to somehow make a 3rd person rig but I have almost no idea how I did, it was mainly a try and error process over the last years where I ended up with the thing i have now, but I don't really understand what lead to the thing I have now. So yeah I am a noob.^^'
Assumption:
It seems that the CinemachineFreelook component by default considered Y to be the up axis and it overwrites the camera rotation (just a guess).
Question:
Is it possible to alter the Up Axis to something else? My goal would be to give cinemachine a transform to calculate what is up from this transform.
@opal oar I think you can just get the transform of the main camera or the gameobject that the freelook is attached to, if you can do that you can just call transform.up or transform.forward to get the correct axis to check
Oh I don't wanna "check" what the up axis is.
The freelock has a LookAt and a Follow variable this. This allows the object to turn in all axis while the camera stays steady with y as the up axis. But that is not what I want.
I want the freelock camera to turn together with the Follow object
O cant you just set the rotation of the free look camera to the same as the target with a custom script? I'm not sure if I understand correctly
Technically what i want to achieve: A similar effect that you get when parenting a camera to a character controller, but all this inside cinemachine and not actually parenting
technically yes but that would overwrite the freelock aspect and "lock" the camera
which makes freelock obsolet
O so freelook in local space of the player?
Is it a third person camera system?
Are any of the other cinemachine cameras an option like the orbital one?
Or is it for very specific movement
the orbital one is the freelook^^
it makes the camera orbit around the player and is the CinemachineFreelook Component
O ye is there no way to set it also follow the player rotation? And probably childing to the player is not an option because its to snappy/locked?
So if I get it corrected you just want a third person camera were if the player turns the camera turns with it
It probably does it like GTA now were it sort of laggs behind
parenting does not work. it keeps using Y as up. i guess that is hardcoded or an option I haven't found yet
I have to check this in Unity when I get home
kk
Hey my camera zooms out a bit when the player moves in there anyway to stop that
Yes, I believe it's one of the dumping settings on the virtual camera. Probably z axis dumping.
i gotta modify the Cinemachine freelook script so i can directly reference a GameObject on the follow and lookat variables anyone here knows how do i do that
the script just reverts itself to its original state
ok but there multiple z damping which or is it all if them
Nvm i found it
Anyone knows how to set the default start "position" for a FreeLook camera that's following and looking at a target?
I have 4 objects in the scene, and 5 cameras, when a user clicks an object, the camera is blended to that object's FreeLook camera, that has different Top/Mid/Bot rig settings (angles, radius) but each of the cameras are almost at the topmost position/rotation at start, and since they are looking at, and following the objects, I cannot move the camera in the scene.
So instead of default looking at the object from above, how to set that the camera starts lower?
Taking a look at the debug lines, the camera starts on the middle rig, is it possible to change this?
@short arch So you mean like the first few frames it has the catch up after the player spawned?
you can move the camera manualy with a function
I'm pretty sure there is a teleport option that allows it to teleport together with the player
Anyone having trouble modifying m_XAxis.m_MaxSpeed while reading input through CinemachineInputProvier?
When the scene starts, it works perfectly, but when the character moves, it stops completely
anyone know why this overlay appears on the scene when i go into play mode?
Do you have an cinemachine object selected in your hierarchy?
its ok i fixed it
Can someone give me the link of cinemachine I can’t find it in asset store
anyone know why my camera suddenly started focusing on the wrong place and not staying confined?
it worked fine earlier but now in play mode it starts off not on the character and shows outside the field
It's not on the asset store, you install it via the package manager within Unity.
Hm alright
Good thing I someone responded to this I can now continue with my first game
it'd be related to the virtual cameras you have in the scene and how they are configured
I have multiple cameras, all of them are Cinemachine Free Look cameras.
My problem is that each of these cameras have the three rigs (Top - Mid - Bottom)
And by default the camera starts on the middle rig. Is it possible to have the camera by default on the bottom rig?
You can probably change the height alpha in code and manually make it start at the bottom
I making cinimachine for my charactor but the camera rotates by the animations too. How can i keep it steady?
Missing important info like which object your camera is following/looking at
I have selected both to be the charactor
what part of the character
a particular bone?
Which actual Transform, and is the animator rotating that Transform?
the whole object
@dull adder making the blue rectangle in the middle of the cinemachine overlay larger would probably help.
Alternatively, add an empty object to the character that isn't a child of any bones and use that as the target.
Hi everyone, I'm using a virtual camera attached to my player object, and it hitches when the player object passes the world vertical. Could someone please point me in the direction of a fix for this (or some further reading as to why this is happening?)
Anyone know what this is about?
Hello!
I'm using CineMachine 2D with Confiner Plugin.
I have everything set but camera doesn't travel through the tunnel
what should I do? changing the camera size isn't an option and if I increase the confiner size, it joins the "Null" space
Well confiner is like a wall for camera there is no way the camera can travel there because its too narrow. You can decrease the camera size to fit. or increase the confiner size but since you don't want it to join with the null space you can just fill the null space with the background blocks. Hope this helps
hey! quick question. Should i disable cinemachine cameras when unused (not higher priority)?
Do them consume much resources?
Nope, they barely consume anything
nice, thanks!
having troubles with a 3d confiner. The camera (a free look following a character) is stuck to the edges of the area when it should freely move in the area.
The yelllow box is the bounding volume (a box collider). I've circled the player, the camera and where the camera SHOULD be (the transform)
Above is fixed. The camera was also using the collision detection extension, which conflicts with confiner.
i've got this camera hierarchy, my issue is that when i start my scene the disabled camera turns itself on for about 6 seconds before using the camera that's enabled
no scripts
Hello, i was wondering what a good choice of camera is for a 3D sidescroller
Hello, I have an issue with cinemachine and the free look camera, I set up my brain so that it ignores time scale but whenever my game is in slow motion or is paused, using time scale, my camera rotation seems to be affected by the timeScale anyway, I'm using CM 2.8.2
Also I set my brain to the LateUpdate Method just in case, but to no avail.
I also read somewhere that in CM 2.6 or something, ignore time scale doesn't work, could it be the case for my version?
how are you rotating your camera
Using the built in rotation system in the camera free look
Not sure if that system knows anything about the brain's time scale settings
You can always inject your own input to the FreeLook and ignore timescale there
it's for transitions I think
Makes sense
Though the docs do say input too: https://docs.unity3d.com/Packages/com.unity.cinemachine@2.8/api/Cinemachine.CinemachineBrain.html#Cinemachine_CinemachineBrain_m_IgnoreTimeScale
So it could very well be a bug
Something I don't understand about the interface it wants me to implement GetAxisValue(int axis) which should be 0, 1,2 for X Y Z respectively, but what do I return in this function? Should I make a switch case and return my mouse position on 1 axis?
yes pretty much
although probably not mouse position
mouse delta more like
Yeah it would rotate to much up to a certain point that's right
test
So I have a question set up but My message gets deleted whenever I try to type it
#854851968446365696 for how to post code snippets, if that's what you're trying to do.
it isn't a code snippet actually
just a more organized format for asking the question
Well the server may be interpreting it as such
Setting: 2D top down
Context:
Cineamachine 2D camera that follows the player only near the edges of the screen on the x axis. Dead zone completely (set to 2) on the y axis
One default camera (not main camera) set as a Child of the cinemachine camera. This camera slowly moves in the positive y direction at a constant rate.
Issues:
Cinemachine Confiner 2D extension not working (I can see the default blue screen on the very edges of the visible x axis). Yes, I have used a polyon collider.
Cinemachine camera quickly chases the player when I move towards the top of the screen (within the dead zone) more than one time (it doesn't occur the first time I touch the top of the screen). This is a problem since it messes with the constant rate of the default camera. I don't want any player follow on the y axis.
Implementing the interface doesn't affect the camera behaviour at all...
The documentation says :
"If a befaviour implementing this interface is attached to a Cinemachine virtual camera "
so I assume it doesn't work with free look cameras?
A freelook camera is a frankenstein monster made of 3 virtual cameras
it should work afaik 🤔
1 camera per axis and the rotation is a transition between the 3 cameras?
I'm really lost right now I'll take a break and try to figure something out later
Thanks for your inputs no pun intended
So after digging a little into the CinemachineBrain script I realized that my mCurrentLiveCameras.state.FinalOrientation doesn't update when the timeScale is different than the initial timeScale (so my camera doesn't rotate in slow motion or when my game is paused) any idea?
Hello I was wondering how can I make a code that will switch between camera views TPS / FPS
hey everyone, im having this issue with the camera where when the camera moves fast, other game objects start to stutter. I looked into it and it seems it could be due to having a mix of Update and FixedUpdate but so far I only use Update to keep it consistent
if I change the Update Method in CineMachineBrain to LateUpdate
my character stutters and the gameObj smoothens out
has anyone here ever run into similar issues and remember what steps they took to fix it?
How do you move your characters? Using the rigidbody? If so do you move the character through the fixedUpdate method?
Usually, disabling one of the two virtual cameras and enabling the other will do a transition automatically to switch to the other camera
@warm verge Thanks for responding, now that you mention it, I use rigidBody2d to move my main player, but I do this in the Update function. For the NPCs, I use a way point and then call MoveTowards() function ( this might be the issue now that I think about it).
I rather think your issue is that you move your character probably using rigidbody.velocity or rigidbody.MovePosition() in the update method, put the code where you move your characters in the FixedUpdate() method
Does your waypoints use the rigidbody to move the npcs as well?
And if so is it all done in an Update or FixedUpdate method
If 2.8.x is the latest release why is 2020.3 LTS stuck to 2.6.x releases. Will something break if i force install the 2.8 package? The package manager doesn't stop you from doing this, so I am confused.
so for the npc, I use a transform.position = Vector2.MoveTowards, but it's also being called in the Update method. Everything is done in the Update() method.
I'll also try your suggestion and use FixedUpdate instead to see what changes 🙂
not talking about transation
I mean
like a keyboard key that will switch between 2 cameras, like FPS / TPS
My point still stands I think however that you have to set your Default Blend to Cut not sure
Whatabout the code part
I tried to do an Input.getkeydown
Yep set the default Blend to cut and it wont have any transition
Yes what about it? It's just a simple gameObject activation toggle...
toggle / detoggle
input.getkeydown doesn't work properly
???
this is my code to set fps camera on
right
how can I make if player click H again
it goes TPS
That's not even related to cinemachine in the end
so it will keep switching between cameras
But all you have to do is FPSCam.gameObject.SetActive(!FPSCam.gameObject.activeSelf);
And you are a coward to delete your messages
Don't think I didn't see your "are you dumb" and "ok you are dumb bye" message
@warm verge Hey! I just wanted to say thanks! it seems after making both objects move with rigidbody and using fixedUpdate worked!
Yes, when you want to move or manipulate rigidbody or physica objects in general such as raycasts, always run your code in the FixedUpdate function, it will ensure your object is moved or set as the physic engine is updating
For object translation, putting your code in the Update function usually creates jittery movement as shown in your exemple, for raycast it can usually skip a frame or two depending on your performances
thanks for explaining, I wasn't even aware this could be a problem until now haha. I'll make sure to apply this knowledge in the future too 🙂
Good to hear! Have a nice day
Anyone feel up to tackling my cinemachine noob questions trying to set up an on rails 3rd person shooter.
can you jump from one track to another?
or how would you set up going forward in z for awhile then a 90 degree turn in the y and then going forward again?
I'm using Cinemachine and trying to make it so the camera will only movie when the right mouse-button is pressed. Does anyone know the best way to possibly change it's axis-speeds to 0 unless the mouse button is being pressed? Or any other method?
How can I fix the random jolt wen transitioning to the player look at?
is it just me or are the two cameras referenced in your Camera Manager script the same?
Initially I had the perspective change to the second but I changed it so the initial camera moves to the new perspective instead but it didn't fix the jolting
I think you will want to use a smoother method of moving the camera to the sky when the player spawns - setting the camera's transform the way you're doing currently would result in.. similar behavior to swapping to the second cam at that position -
possibly track and dolly is the guy for the job:
In cinematography, the term “tracking shot” refers to a scene where the camera moves alongside whatever it’s filming. To get the shot, the camera is mounted on a dolly that’s then placed on a track. As the scene is being filmed, the camera moves along the track. In this tutorial, you'll set up a Cinemachine camera to make a tracking shot.
buuut.. there might be a better way to do it. im not a cinemachine expert 😛
Looks like I got more homework 😅 thanks fo the tip 😁 I'll have a look at it tomorrow
I wouldn't recommend lerping it, it wouldnt be smoothed like cinemachine movement would be
ah and I was thinking about the jittery ship on the way in - are you perhaps setting the transform of the ship to another object every frame?
if the first object is moving in update, do the attachment in lateupdate
should eliminate the jitter
When I first made it it was not so jittery but I'm using rigid body add force with a force mode of acceleration
I've closed the computer now so I don't have acces to the code to show you 😅
Can I use Cinemachine for a 3rd person player camera?
absolutely. the brackeys third person controller video uses one, it's a pretty solid setup.
can recommend 🙂
question in cinemachine how do you use the new input system instead of the old one?
Thank you
Hey. I'm on a new project, setting up Cinemachine with Pixel Perfect 2D, and the Extension for the Virtual Camera
But it's been a long while since I did this last - I can't see the green boxed lines in my scene view. Isn't that supposed to be there?
Edit: It seemed to be a problem with the latest Unity version I downloaded. A new version was released, and it works now.
Random jolt
sometimes to fix the jol if your using Rigidbody you need to use FixedUpdate
Yep
can someone tell me how this camera type is called?
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Is it just me or is cinemachine pretty garbage in its architecture? Asking for a friend...
How do I correctly blend between cameras, with multiple cinemachine brains? (I understand the layering, but wow, the priority thing really doesn't jive - can't I just enable / disable a component somehow?)
How do I prevent my Virtual Cameras overriding my actual Cameras FOV settings?
I'd call it 'axonometric' or 'cabinet oblique', but there doesn't really seem to be a standard name for the 30-60degree viewpoint. A lot of people call it 'overhead' (plain wrong!) or Zelda (imprecise!)... but whatever you call it, I've always liked how it looks! Very efficient for game dev, as well.
thank you so much for the response, it's very informative!
Wish it was more helpful. But you can Google those terms, at least! =D
Oh, also, some folks will call it 'isometric', but afaik that'd require a 45 degree turn on the Y axis also.
i'll definitely google them and see if i can find more info/tutorials. What i'm basically trying to achieve is a 3d game with the following structure and i think this type of camera could fit well
I'm not... 100% certain what your game is like going from your diagram, but I've found that an Axonometric Perspective is a very flexible camera view that requires a minimum of work from a developer to get things working. Best of luck!
thank you very much, I appreciate the help!
Oh, hey, there's some useful links on this page, @jaunty moth ! https://steamcommunity.com/groups/AxonometricActionAdventures
Action! Adventure! The exploration of an intriguing, large environment! Mysterious characters with compelling motives, combat and traversal to get the blood pumping! --But all from a certain view. What do we call that viewpoint? Axonometric 3/4? Top-down oblique? Zelda-but-the-old-2D-ones-but-not-quite-because-the-perspective-is-sort-of-all-over...
Man, this is amazing 🙏 i think it will help me a lot with this and future projects! Thank you once again!
No worries, @jaunty moth , let me know how you get on!
I will probably need at least a few days to figure it out properly, but i think "3/4 top-down axonometric projection" is the one that will suit best based on the examples in the articles you've sent me. I assume it's not that popular because i couldn't find some tutorials on it right away
It's probably not that popular because the name of the angle type sucks. =P
yeah haha
hello. who has the best youtube tutorial for learning on how to use cinemachine?
unity version 2020 or higher
im here
sry for keepin u waiting
i cant find it on asset store tho
@fast orchid
One of the earliest Cinemachine versions. Might dig for slightly more recent one supporting 2017 as well. https://github.com/Unity-Technologies/com.unity.cinemachine/tree/v2.1.10.RC2
how do i put it in my game?
It has install instructions and install pdf as well
Also all assets go into root asset folder
do i need to restart unity after installing cinemachine i cant see the tab form where we add different types of cameras
You shouldn't need to, no
Hey, currently I am working on a trailer for a game I am currently developing and I am wondering if there is a good place to find resources to help me such as a discord, youtube channel etc. I've seen videos by Derek Lieu and I've noticed that he usually give examples and works on mainly game trailers for games with more of a niche indie styled idea not super similar to what my desired outcome currently is, I currently have a soundtrack to be used in a trailer and a couple references as to what style I'd like the trailer to be but I am not super sure on where to ask, if anyone has any leads to where I could look it'd be greatly appreciated, thanks!
They moved it to be under the gameobject window.
but when i restarted isaw the tab thanks @warm verge and @royal tartan
does anyone know to make cinemachine camera follow a flying ragdoll in a smooth way? Mine keeps zooming in and out on the ragdoll
zooming in and out might be related to a CinemachineCollider hitting something or some object your camera is looking as being considered an obstacle that's in front of the target
ahh that makes a lot of sense, other body parts of my ragdoll character might be coming in view which makes it zoom in and out. Thanks a lot.
I got it to work by tagging all body parts as player. thanks again
So I've been messing with the various screen->world space methods trying to get this right and I can't quite seem to get it...
3d world, camera moves on the X/Z axis only, top-down at an angle, orthographic camera. Trying to do click-and-drag camera movement. The basic implementation of directly applying mouse movement to the camera works with camera perpendicular to ground (no angle), but as you angle the camera the panning speed deviates for X vs Y.
So I think there's some fancy math or trig formula that tells me how much more I should be moving the camera along world Z so that it 'appears' to move at the same speed between screen X and screen Y.
It's sort of like... I need to take the whole orthographic projection of the scene and pan around that in 2d

For posterity:
var rad = Mathf.Deg2Rad * 45;
_cameraTransform.position += new Vector3(
panX,
0,
panZ * (1 / Mathf.Cos(Mathf.PI/2 - rad)));
where 45 is the angle of the camera to the ground
I have a problem with cameras too
I am using CinemachineFreeLook, I'm using the input provider extension, it stops working when I move once, I use unity events for movement, but it never works after I move, it only works at start when the player is standing still, what is my issue? Everything I've considered doesn't work.
So I have this code. When the part that's in Awake() is moved to Start(), it works perfectly. But while it's in Awake(), the Unity camera doesn't seem tied to the CinemachineFreeLook component and the FreeLook detects no input
And those logs return the name of the transform, for what it's worth. I also see nothing strange in the inspector
nice, now I'm even more confused, is the free look camera bugged or something?
Honestly, I have no idea. I've only been using Cinemachine for like 4 hours of devtime
been using it for a bit now, I think I made an extension for it at one point but I lost it, I have never seen my issue from using free look
unless it has something to do with using unity events from Player Input? Although I doubt that's a problem
because I also use the input provider for cinemachine free look
is there a different way I can write to the free look using code instead of using the input provider extension? Having it only work once is annoying @normal latch
I'm not even sure what the input provider extension is tbh. Do you just use it to rotate the camera around the target? That worked without any input from me
the input provider extension just uses the new input system, unsure what else really, I am really only just using it to rotate it around my player, I just have no idea why it doesn't wanna work for me in this case.
If I can't get it working I'll probably just have to come up with my own camera solution since this is being dumb
Ah, I'm not sure I can help you. I've never touched the new input system or events
dang
I'm not too sure about how I can really make my own camera system, I remember all my attempts being really bad
surely I can write to it using C# right?
The cinemachine free look*
I tried doing some stuff with AxisState and it just crashed
Anyone else experiencing some cinemachine jitter?
nope, just experiencing it not working
the best thing I have now, apart from crashes, is AxisState.IInputAxisProvider, although I have no idea how it works
I think I fixed it, I was sort of in the right ball partk of making an addon, literally just copy pasted some code and it works now
is the cinemachine pixel perfect extension (plus the unity pxiel perfect camera component on the main camera) supposed to automatically update my orthographic size? I was messing around with the orthographic size and set it to 1, now when i run playmode it doesn't update the orthographic size at all, I'm still at 1. I thought the whole point of pixel perfect was that it would automatically take care of this?
I guess I need to set the Orthographic size manually, and then the cinemachine pixel perfect will update anything else required as I change screen resolutions?
anyone who can help with cinemachine .. i have a freelook camera on my prefab.. when another prefab spawns it changes the target ... anyone who can help?
it is working perfectly fine when ther's only 1 player in the scene.. hten when the new player is instantiated the problem surfaces
Hello Why when I use free look and set mouse Y and X for rotation also works w,a,s,d for it?
I want to separate rotation of camera and player and movement
When I do it with virtual camera it's going around Player all the time.
I have pixel perfect connected to both cinemachine and the main camera
there are so many threads about this online. why is unity such a pain in the ass just to get simple shit to work on. I'm about to check out godot or another engine
like why have I spent an entire day trying to set up a 2D camera in a simple 2D scene that doesn't look like trash. maybe I need to ditch cinemachine, idk
Hello, I was trying to use a free look cinemachine camera in my project with the code of the player controller which I paster below. The problem is when I start to move and use horizontal and input keys, the player starts to rotate around Y-axis. I don't know why!
https://paste.myst.rs/81ivhm8r
a powerful website for storing and sharing text and code snippets. completely free and open source.
Im using cinemachine but the camera wont move using the mouse. Does anyone know why?
I’m trying to create free look camera to pan and zoom through mouse like strategy games camera. But, I can’t find any reference how to use unity input system to do this! Anyone has any idea or advice! I’m not using Unity new input system in this project!
every time i hit play, the camera rotates in front of my character (freelook)
instead of staying behind the character
for a 3rd person view
anyone experience this?
first or third person look?
I assume third person?
but i have no clue what that error is
rip
How can I stop my camera from rotating with the player. Its not attached to the player, its a cinemachine virtual camera that is following and looking at the player on a dolly track. Ive tried everythinggg
what is your Body -> Camera Up value?
It follows my target
@warm verge
have you tried Follow Target No Roll ?
It works omggg
Thank you so much 🤲
is anyone else having a problem with the camera constantly rotating
How can I get the FOV of virtual camera? I’m using the old input system and want to scroll to min and max zoom value. But, it’s not working.
Hello guys. I want to make a Game with constant pixels and Grid movement and that the UI's pixels match with the other Pixels on Screen.
I tried using the pixel Perfect Component and I tried all settings I can think off nothing worked.
I'm using URP with Cinemachine and I also attached the Cinemachine pixelPerfect extension.
I also searced for it on YouTube and Google but nothing worked for me.
So now the Question is is it even possible to make a Game with constant pixel's every where in Unity and also does it work with URP?
Hey guys,
I just can't seem to get motion blur to work in my Unity game. I have added the Post Processing package, created a custom layer for it, added a Post Process Layer to my camera, a Post Process Volume object to my scene and I've linked them together using a dedicated layer. I've also added the effects I want to the Post Processing Profile.
@warm verge the built in urp motion blur only affects camera motion, so that might be it?
But the effect is on my camera and even when it moves it doesn't work
Hm, not sure then. Too many thinks that can go wrong =p
i am trying to control the cinemachine camera with the joystick on my controller but whenever i use joystick input the camera just spins around but it works fine when i use the mouse. its not my controller thats the issue cause the sticks work perfectly fine in every game i play
Does cinemachine have built in post pocessing or should i still get the "normal" one
Hi all, is cinemachine the wrong solution for flying games due to the known issues with movement past the vertical? Or is there a common way to deal with this?
Hello, I'm new in Unity. I would like to export my project in the format of 3D frame sequential for using DLP projector. Could you please tell me how to do?
I use Unity version 2020.3 or newer.
Heyyyyyy! Im trying to fix the camera constraints. I need the camera to be able to go up at one point. I tried polygon collider as constraint and I always get this strange line and camera gets jumpy at one point. And the composite collider is buggy and keeps switching the camera all the time. how would I aproach to make camera constraint shapes like this that actually work.
I might be doing something wrong.
Any ideas?
Hi all, i'm using Cinemachine's Obstacles (with layer and tag exception) that repositions camera closer when something's in between
But i only want that to happen against terrains, and handle common box colliders by doing GetComponent the MeshRenderer and set a fade material instead
Is there a way to get the list of ignored obstacles by the filtering? Or i have to manage this myself?
Hello, everyone I have the following problem. I've a player, with cinemachine freelook set up fine. I added cinemachine collider which seems to avoid walls and etc., but does not make the trick with the player. So actually when my player stands in front of a wall and I am rotating the camera, I passes into my player. Even if I hadnt added him to the ignore tag.
answered this on C# official discord channel already... either way, you can use two cameras
question .. in the CinemachineVirtualCamera how do I change the value of camera side in script.. i am trying to access it but can't find it
(in the body segment i picked 3rd person follow)
I am not sure whether you got me. I want to have a camera which avoids walls as well as the player. Will 2 cameras make the trick?
Pretty sure I understood what you wanted... Using two cameras to avoid clipping is a common trick
Okay, thx I am going to try that.
Hello. How do I use cinemachine to look at where the player is facing please?
Not for artist proposes, but I don't know where to ask this
I have two virtual cameras, both with mild 6d shake on(amplitude gain 2, frequency gain 0.004), and when I switch between them, there is a noticable jitter - I believe the noise changes the transform and rotation of the main camera, and the noise seems to be separate for each camera, so when the switch happens, the change of the transform and rotation is instant, causing the jitter.
How may I smoothen this out? Thank you.
@fleet ether add an empty object to the character, put it way out in front of them, and use that as the target of the camera
What do you mean by Camera Side?
i found the answer thank you
awesome👍🏽
hello
i use a CM for my character but i have collider on each part of my character and i think that make issue for the camera distance because withtout my camera distance is right set to long distance but with the collider my camera is on the character so on the collider i think.
hello
i wanna ask
can i rotate a cinemachine camera with another cinemachine camera?
like i have two cinemachine camera:
Freelook and Virtual
and when i hold left click it will switch to virtual, and stop hold it will switch to freelook
i want the freelook cinemachine camera follow the rotation of virtual cinemachine camera
how?
you can create a script in and put virtualCamera's rotation = free Look camera's rotation in update
also, you can use if MouseButtonDown(0) then virtualCamera.SetActive(true); FreelookCAmera.SetActive(false);
else{
vice-versa
}
hope you understand this i dont know the exacy syntax
yea i alrd did
ye ik, but how? ;/
if possible, can u please send me example code?
appreciate it! =)
Sorry but I currently am on my phone so I can't send you the code
Though it's very simple
how
can u send me the function to get the virtual camera's rotation and function to set freelook camera's rotation?
public Transform freeLookCam;
Update()
{
transform.rotation = freeLookCam.rotation;
}
This is it
oh okok lemme try
Put this script in virtual camera
public GameObject VirtualCM;
public GameObject FreeLookCM;
And reference the freelook camera in the given slot
You can use VirtualCM.transform.rotation
lmaoooo
Is it possible to recreate these movements with cinemachine? https://youtu.be/QZ04ROe6ofk
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A "realistic" first person camera? Sure its possible. This looks like a rsyher hand animated aproach for the trailer. Making it act like that during gameplay will be a bit harder but totally doable.
how do i show my UI with cinemachine following and looking at other GameObject?
What does that even mean?
Anyone know if there’s a way to get the camera to follow the player along a set path?
@ me in any responses so I see them
how do i make my cinemachine follow and look for 2 objects instead of only 1
hi guys
i am trying to use cinemachine 3rd person follow but I'm unable to turn off head bob (enabled by default)
please suggest me how to disable the head bob its really annoying. Everything else is working perfectly but I cannot find the option to disable it anywhere
never mind it was some other issue.. CM is working fine.
How to add a camera shake in CM and call it in my attack script?
@dense shale Don't crosspost in the future.
alright
Hey guys, im programming a game with a world swap mechanic and I have an issue. There are two characters each one in a different world. So I want two cameras following each player. And I cant figure out how to achieve that. I gave each camera a cinemachine brain. And I have two Virtual Cameras to follow each Player. The problem is the virtual cameras only overrides one unity camera. Is there not an option to say to the cinemachine brain which virtual camera it is controlled by?
Are you rendering both cameras simultaneously? Or just showing one at a time? If you just need to show one at a time, you only need one camera and just use the two virtual cameras.
if you are rendering both cameras simultaneously, there's an answer here: https://forum.unity.com/threads/can-i-use-2-camera-with-cinemachine-brain.483241/
Hey, thanks for the help I fixed the issue by just using one main camera and two virtual ones. I wrote a script that changes the prority of the vcams to switch between them.
Hello, im having the same issue as described here https://forum.unity.com/threads/issue-when-using-pixel-perfect-camera-with-crop-frame.1059161/
When using pixel perfect's crop frame, my UI is ghosting during any animation that happens on top of that black border
Anyone able to tell me the choppy camera issue here ? ? I opened my project . suddenly while working on it this happens to my camera now.... It happens across multiple games , I'm using the starter asset pack from unity.. It was working fine and nothing really changed. This happening on third person controller (i hiding model to show better problem)
pls tell me how to make my virtual camera follow cursor
I guess you have to make a gameobject that follows the cursor and then make the camera follow that
I'm getting this camera jittering
The rigidbody is set to interpolate
It only happens when the player runs this method every update
OK, I "fixed" it by making it only rotate a child gameobject that contains the visuals
I am using cinemachine on a 2d game and having the virtual camera follow with a lag. However, the camera tends to warp the 2D plane. Does anyone know how to adjust this?
@radiant crow by warping it you mean...?
It looks to rotate on the z axis. I can see depth when I ideally don’t want to
Are you using a 2d camera?
Set the aim to do nothing on your virtual cam
ayo
so im trying to make a camera system with boundries across the level which instantiates a new vcam, sets it as active and destroys the last one cause i thought that'd give it a smooth transition, but it sure doesnt
any ideas on how to do this right using the cinemachine confiner without using a different camera for every boundry?
Could someone help me out with cinemachine?
I was trying out cinemachine for the first time, but it seems my virtual camera is set permanently Status: Standby and can only be properly view if I manually click the 'solo' button.
Now the camera doesn't seem to show anything with the layer 'Default' either.
Do you have any other virtual cameras in the scene?
Just the one
Search hierarchy for "t: CinemachineVirtualCameraBase"
do you want to avoid having a separate camera for each region, or a separate vcam for each region? I think the intended way to do it would to have a vcam for each region, and either toggle them active/inactive or change their priority when you cross the boundary.
If you're worried about having too many vcams, you could probably come up with a pooling system that repositions them so you never have more than ~5-9 in the scene at a given time (main 1 + 1 for each adjacent boundary)
Cinemachine is designed to be used with many Virtual cameras at once
You can't smoothly transition when you have destroyed one of the cameras
It seems that my camera is still greyed out now? I got rid of the one on the player
It looks like it sees straight to the ground now actually, and it ignored my player model
yeah, im trying to do the second thing you said
tryna switch between 2 cameras that change the m_BoundingShape2D when you touch a new boundry with a "boundry tag"
it kinda works but it just doesnt blend
currently trying to see if maybe it does blend by using a statedrivencamera along with it
What camera is greyed out
And where is your virtual cam
And what settings does it have
Sorry meant the game view wasn't pickup up my player/ ground, not greyed out
Those are the settings
This is what I meant by not picking up anything
Does your main camera have a brain?
you need a regular camera too with a cinemachine brain, if it's still doesn't render play with the culling mask layers
Ive got on on my main camera already
What's inside your culling mask?
aight i officially give up, time to make a camera per boundry
tho that brings me another question
last time i did this
i had to create a state for every single camera with the cinemachinestatedrivencameraextension and it was very annoying
how do i skip that while still getting blending?
does .Play work with the state driven camera?
@tawny surge Don't cross-post.
I was asking about multiple things combined in one so I really didn't know where to post it 😅
Is this chat also for code, or only discussions?
Anything cinemachine related, code included if it's relevant.
Hi, is there any help/tutorial for setting up a simple, mouse controlled first person camera?
Is there a way to make a virtual camera move away from the player to avoid clipping?
Is there a way to access this value in a script?
Yes there is but what are you trrying to do with it? There may be an easier way
I'm trying to make the camera move away from the player when there is something clipping into the camera/behind the camera.
I have a raycast going away from the camera and working, but I want to use that to change the camera distance.
You have to do myVirtualCamera.GetCinemachineComponent<Cinemachine3rdPersonFollow>() to get at the Cinemachine3rdPersonFollow object btw
It's not picking this up: GetCinemachineComponent
public GameObject cameraAnchor;
public Component myVirtualCamera;
// Start is called before the first frame update
void Start()
{
Vector3 cameraDistance = transform.position - cameraAnchor.transform.position;
myVirtualCamera.GetCinemachineComponent<Cinemachine3rdPersonFollow>()
}
Well myVirtualCamera needs to be a CinemachineVirtualCamera
Obviously Component is not going to have cinemachine-specific methods on it, as it's a general Unity thing.
Oh, this script is on the virtual camera.
You still need to get the CinemachineVirtualCamera component to call GetCinemachineComponent on it
just like you need to get a Rigidbody component to call AddForce or the Transform component to call Translate
It's let me put in the component, so, it would just be CinemachineVirtualCamera.CameraDistance?
Is there something here I need to add?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
Yep, using Cinemachine; fixed it.
So, I've got to this stage, now just to modify the CameraDistance value...
your variable is still of type Component
I think you have a fundamental lack of understanding about how variables and types work in C#
You should take some beginner C# tutorials like https://www.w3schools.com/cs/cs_intro.php
hi, I have some virtual cameras in my game and I'd like to edit their fov but it's in focal length rather than degrees, and I can't find any way to switch it to degree, anybody knows how I could do that? the doc seems to have them in degree by default
nvm created a new virtual camera and it switched to fov for all of them, go figure
what is generally the best camera for first person views?
like for first person view, just the one that's mostly setup to be used for first person
i had a problem previously with weird collisions on a camera that it kept moving out of the player and stuff
Hey, so I'm working on a first person controller which uses Cinemachine to simulate camera drift. I'm wondering if anyone knows how to increase or decrease amplitude gain and frequency gain depending on whether the player is running, walking or crouching.
Do you by any chance have a Rigidbody or Colliders on the object.
There should be a setting that damps the movement of the camera in the cinemachine component
I don't remember it was an old project, mostly just wonder what the best cinemachine setup generally is for a first person view
because i play a lot of shooting games(Valorant, Phantom Forces) I am inclined to tell you a snappy camera works but it generally should suit to your game's needs. Fnaf is a first person camera but I doubt you will need cinemachine to pull off something as simple as panning from left to right.
you may have to do a little experimentation and research on most of the cinemachine components but try not to cling onto the "1 size fits all" idea too much
What I'm looking for is how to call those attributes through the controller script and use some conditional logic to assign a value based on how the player is moving
I admit, this may be beyond my current skill level though (unfortunately)
I’m using the dolly camera to have the camera follow the player but only along a certain path. Is there a way to have the camera change its orthographic scale at certain points on the path?
Can I change the CinemachineInputProvider to have more granular control over the X and Y axis instead of lumped together?
When the camera gets too close to the character it starts pointing at the feet, any idea on how to fix this?
i ended up just moving the camera a bit further away but if someone knows a better solution let me know pls
I'm having a problem where a Cinemachine camera is making jerky movements while following a character over relatively flat ground. The character makes subtle turns, which I'd like to be damped away by the camera, but I can't figure out how to do it. I've attached a video of the behavior I'm seeing, as well as my Cinemachine settings. Any advice would be greatly appreciated!
Quick question...How can I get my virtual cameras to instantly transition, instead of blending?
You can change individual blending between different cameras on the Cinemachine Brain component.
Hmmm...I want some cameras to blend...and some to have no blending. Each camera isn't always in the scene. Does this have to be changed on the brain before a virtual camera is turned on, or can this be set per camera in a scene? @fast orchid
I guess you could try just setting the blend time at runtime based on the camera you're switching to:
https://forum.unity.com/threads/changing-cinemachine-default-blend-time-at-runtime.582322/
Okay. I'll look into it. I was under the impression that each virtual camera has it's own settings that will be looked at when activated.
I think I found a good solution. Thanks for the tips. 😄
Hi, for some reason my camera won't switch when I am using timelines
is it possible to preview cinemachine impulses in editor (i.e. from timeline) without entering playmode?
I don't believe so; if you find a way to please let us know
it's kind weird since you can preview noise, but not impulse
I guess I'll have to seek help on the forums
Yeah, it is almost like Unity gets their features 3/4 finished and then stops working on them.
Im using a cinemachine free look and when I move backwards, towards the cinemachine it gets way to close(the top image) how do I change that?
there are some positioning options in camera settings
Does a virtual Camera follow a dollytrack automatically or do i have animate its movement along it?
hey there, i just wanted to install the live capture system but due to whatever reason I cannot find it in the PackageManager/Unity Registry. Is this only available via GIT? A bit confused here...
What package are you referring to
Do you have a link
It should be in the package manager
Much sure your version is high enough and enable preview packages just in case
i am on 2023.3.25 and the preview packages are also enabled
ok. I found a git repository for anyone who is interested as it is not possible (as of now) to download it officially via the package manager: https://github.com/needle-mirror/com.unity.live-capture
What does it do?
0:00 Intro
0:12 Create UI for games and applications
0:28 Streamlined Terrain workflows
0:48 Improved SpeedTree 8
1:06 Decals improved and now available
1:40 Lighting
2:15 Progressive GPU Lightmapper tilling
2:23 Light speed light placement
2:38 Light Layers for URP
2:49 Improved lighting in HDRP
3:20 New Lens Flares system
4:00 Perform live cam...
Is there anything you can do with CinemachineFreeLook to deal with situations like this where an object is in between the camera and the player
CinemachineCollider is made to deal with this
Join our Filmstorm Motion Library: https://www.patreon.com/filmstorm
Download the project: https://filmstorm.net/everything-you-need-to-know-on-how-to-use-cinemachine-for-unity/
Learn how to correctly setup Cinemachine for use as a Third Person Camera System in Unity. I will walk you through how to create the FreeLook Camera and adjust settings...
Thank you
Doesn't seem like a #🎥┃cinemachine question
Hi guys, is there any method to force an instant calculation of a virtual camera position bypassing all the damping?
I want to simulate a camera cut by using a single virtual camera.
I also need to do that Vlastan and I also don't know how to do it
Can you just use a different vCam that doesn't have damping?
(is damping what you mean by delays?)
Hi praetor, In my case the player is being teleported to the respawn point after falling to death and the camera doesn't warp, it lerps over to the player going through the ground and geometry (obviously looks bad and weird). I prefer not to instantiate a second camera to cut to with all the same settings. Prefer to just force the current Vcam to the players new position if possible
Yes, i'm in a similar situation, In my case i am scripting a sets of events that i can reuse to create dynamic cutscenes at runtime, however i need to control if i want a clear cut or a transition to a new position. I figured out that the transposer body with the composer aim works well if the new position is changed by modifying the target offset (changing the offsets updates the position instantly). Now i need to figure how to force a smooth transition using a single camera. (At the moment i have two virtual cameras: One for the third person player and one for cutscenes.)
There's a function for when the target warps
Thank you very much PraetorPurple
is there a way to sync 2 vcam's orbital transposer xAxis??
anyone know how to overwrite a camera to lock to a certain rotation for a certain amount of time?
How do I make a virtual camera rotate with mouse movement?
Hallo guys. I have a problem with my cinemashine Setup. I hope someone can help me out with this.
I have a cinemashine setup that is jittery, but the gamelogic works with it exactly like I want it! But it's jittery and the game is unplayable because of that. Changing the camera setup and topologie to a non jittery structure, my game logic doesn't work anymore.
It's hard to explain the details here, but I can share a version of the project with the camera setup and code.
This problem is such a pain for more than 2 years, and Im at a point where I'm willing to pay for it to be fixed!
Hi, I'm using Free Look Cinemachine to follow a ball around and my problem is that the world is "shaking"/"vibrating" when the ball is rolling. Does someone know why/how I can fix this?
@indigo depot ahave you tried setting the cm vcam or brain(not sure which it is on) to run in fixed update?
Im assuming youre using an RB movement for the follow target which means using physics so it will be jittery if your camera is in Update but your target moves in fixed update. And same in reverse
@sweet shadow Yes, I tried that. The problem is that I need the cinemashine cam seperated from the main camera. As you said, I would need a vcam set as live camera on the main cam... When I do this there is no jitter. But my character is not able to move like it should be. I use a reference called "Center Point" This center point gets angle inputs from the mouse and passes them to the animator. So when the angle is 90 the animator will know and the character will turn on movement in the direction the mouse is pointing. The angle gets solved back to 0. Its just perfect like this. But with the non jittery camera setup those angle values are the problem.
i see. It sounds like you have quite a complex set up to compensate for something
So I have either a jittery cam with good character moivement or a smooth cam with no character movement and no idea how to change it to work as before
are you able to post a couple of seconds of the kind of camera setup gameplay
as .mp4
Yes 🙂 Give me a few moments I'll record something now
@sweet shadow Heres a video how it is in game: https://youtu.be/5WsTnE1InGw
And here is a video of the setup (PlayerMovement has main Camera reference for item interactions)
The "smooth" camera setup with messed up movement. Only "W" was pressed so the character should always move towards the crosshair and not left right or backward:
The Camera setup with a vcam outside of the main cam. It's smooth, but the angle values are strange. At first it looks ok, but than it gets inverted and messed up.
Only "W" was pressed, so the char should always head towards the courser and not in any other direction or backwards
Regarding my issue: Solved it by setting "Interpolate" of the Rigidbody on the Sphere from "None" to "Interpolate".
@sweet shadow I would "just" need to add the turn function back in btw. I don't need the center_point for anything else other than that. I tried the hole day to somehow recreate the turn-movement with the cinemashine camera. Isn't there any way to create a character movement like this? (with cinemashine camera, forget about the center_point)
My camera movement seems dependent on framerate. It's significantly faster in the build than in the editor. Does Cinemachine have any built-in fixes for this?
I tried looking it up but I didn't find anything too helpful
@indigo depot i have basically the exact same 3rd person camera concept so should be able to help you. When i open up unity later ill take screenshot of my cinemachine set up for the main camera
Basically im using an empty that follows the players position. I set that as the Vcams target. Then i rotate the empty on the y and x axis using my own script. The camera always stays 'behind' (negative transform.forward) the empty object. Thats the foundation of mine. Im not sure what body and aim settings im using though.
Ill send them later
@sweet shadow sounds amazing. I'm just about to strip the project files so that I have the problem isolated in a smal unitypack.
my cinemachine doesn't have the pixel perfect camera extension and i have bought the pixel perfect camera extention too
nvm i fixed it
My CinemachineFreeLook seems dependent on framerate. My camera moves significantly faster in-build than in-editor. How can I fix this? I tried looking it up but found nothing useful
hello, i have this problem where I'm trying to change the "clipping planes" and the "FOV" in the Camera Component that i got from the standard assets from unity, but I cant change it so I am wondering if anyone can tell me if its possible, and if yes how...
Hi, is there a way to access the "vanilla" camera transform from CinemachineFreeLook? I need the rotation of it.
Possibly because the standard assets are using Cinemachine
So you need to change those properties on the virtual camera
@indigo depot i totally forgot to send. here.
How can i switch between "Aim Camera" and "CM vcam1" with script?
Hey I’m making a third person controller and when I walk there’s a bunch of jitter on the camera. Is it just lag or is this something wrong with how I set up the camera
If it's on player, try adding Interpolate mode on player's rigidbody
Interlopeing didn’t change anything but another thing I’m noticing it when I move my camera straight side to side or straight up and down it’s fine but when I move it diagonally it shakes really hard
I’m using a free look camera by the way
Also I have a terrain game object and there seems to be significantly less shaking when the terrain is not active so maybe it’s frame rate dependent
I'm making a 2D platformer and the camera is following the player, but when I move the player it looks weird. The player looks to be moving in a buggy/jittery way. (Froward and backward really fast and very subtle.)
But everything else seems to be fine.
It could be that I'm moving the player in a FixedUpdate, but without some kind of: speed * Time.deltaTime.
Dunno exactly how to change from the code I have to anything better.
Oh and, the "Lookahead" stuff (and maybe other things as well) doesn't work correctly, when playing, unless I shake my mouse pointer over the Virtual Cam's information in the inspector... lol what?
Try going to the rigid body and set it to interpolate
I’m thinking it has something to do with my controller does anyone know how to make it so small changes in the joystick position don’t affect things so much
hey i need help. on my old projects cinemachine worked just fine but now ehen i open them and play the game the camera just keeps spinning uncontrolably. i've tried everything and even when i get it to stop temporarily when i reopen the project it happens again
Thanks, I'll try that!
Hey everyone. Does anyone have tips on how to setup cinemachine / scenes to have a 3d sidescroller like Little Nightmares?
Hello ! I'm quite new to cinemachine, it's the first project i'm using it
I'm making a Open world freeflying game, with a bee as the main subject,
I am struggling configurating my setup for the camera, deppending on the angle of flight, my bee is off camera
Here is my setup
I need some help. I have a basic scene setup with a controllable player gameObject and a plane. If the player falls off the plane there's an empty with a trigger which destroys the gameObject and instantiates a new instance of the player.
I have a main camera with a Cinemachine Brain component and virtual camera which targets and follows the player.
The issue I'm having is that when the player object is destroyed and instantiated the virtual camera does not re-target the new instance.
How do I get the virtual camera to target the new instance of the player object?
FOV is the same in Unity as everywhere else
So? Unity is a general purpose game engine. It is not limited to FPS games. 40 FOV might look weird in an FPS but might be fine in 80 other different genres. They picked a default that they thought was reasonable.
If you want a different FOV on your camera, you are free to change it.
How do I lock the cinemachine from turning?
As if the game just ended and you dont want your player to be able to look around anymore
Can anyone help me with something?
I tried disabling the CineMachine input provider but surprisingly that doesn't work. Actually even more surprising it doesn't work even if its disabled at runtime
What
I want my cinemachine to rotate when the mouse moves.
In this Unity tutorial, I will give you an introduction into Cinemachine. We will make the camera follow and track the player without a single line of code!
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I used this tutorial for my camera.
I'm using the new Input System.
Make sure to put a CineMachine Input Provider script on your cinemachine
Quick dumb question
Do we know the Unity camera's focal distance?
I need to know the camera geometry but if it only shows me the FOV then I'm missing one piece of the puzzle
Unless you use postprocessing, everything is in perfect focus all the time.
So there's not really a concept of focal distance
That's exactly where the confusion came from
yes, since everything is set to be in perfect focus, Unity decided to hide the focal length parameter
But it still has to exist... it's just part of the camera geometry
The distance between the viewing point and the viewing plane, that is
how can i zoom out the camera i cant figure it out and google gives bs stuff
Perspective or orthographic?
ortho
You zoom an ortho camera by changing its size. It's called "Size" in the inspector or orthographicSize in code.
If you're using Cinemachine this would be on the CinemachineVirtualCamera under the Lens section I believe
when i change it it automatically changes back to 5
You need to change it on the virtual camera
oh okay
hence this
thanks
How can I find the Maximum Ortho Size in a script to test if the max size is set?
How i can render (with the pixel rotation ) only certain object ?
i tried to stack a cam with no pixel perfect with another one with the pixel perfect but didn't work
how can i test if the m_MaximumOrthoSize has been reached?
hey guys, it's my first time using cinemachine, and I'm having a bit of trouble here - trying to make a screen shake. But cinemachineBasicMultiChannelPerlin.m_AmplitudeGain is null? cinemachineBasicMultiChannelPerlin it self isn't null but the m_AmplitudeGain is...
Here's my code
public void ShakeCamera(float intensity, float time)
{
Debug.Log("Shake");
CinemachineBasicMultiChannelPerlin cinemachineBasicMultiChannelPerlin =
cvc.GetComponent<CinemachineBasicMultiChannelPerlin>();
Debug.Log("c " + cinemachineBasicMultiChannelPerlin.m_AmplitudeGain == null);
cinemachineBasicMultiChannelPerlin.m_AmplitudeGain = intensity;
var z = LeanTween.value(intensity, 0, time);
z.setOnUpdate((float val) => { cinemachineBasicMultiChannelPerlin.m_AmplitudeGain = val; });
z.setEaseInCubic();
}
You need GetCinemachineComponent not GetComponent
Oh, thank you. I fixed it by adding the component by code. But this is a much better solution.
i'm working on updating my project from 2019.4 --> 2021.2 and I'm having issues with the group composer. It appears to be ignoring the minimum distance parameter.
Previously I had the adjustment mode for the AIM set to "dolly only" with MaxDollyIn & MaxDollyOut set to 5000 (default values), but the minimum distance set to 1 or so and everything worked as expected. In 2021.2 however with min/max distances set to 5000 the camera is positioned on the spot it's supposed to be looking at and adjusting the min/max distances has no impact. I also tried downgrading my cinemachine via package manager to the previous version (2.6.11 from 2.8.4) but both are still broken. Did something weird change in 2021?
Can Cinemachine replicate Fantasy Zone's camera system? I'm looking for a bidirectional side-scrolling, looping camera
like this https://youtu.be/6BdoScTUssY?t=3
Gameplay for Super Fantasy Zone on Sega Genesis.
Video Chums brings you great video game reviews and fun top 10 lists for new and retro video games - https://videochums.com/
#SuperFantasyZone
I've been struggling with so many camera scripts online, and they haven't been producing the results I wanted
I need a camera like that desperately
limited Y-axis movement
Could someone please help me?
https://youtu.be/mWqX8GxeCBk?list=PLX2vGYjWbI0TQpl4JdfEDNO1xK_I34y8P
The deadzones and confiner component demonstrated here seem like they're just what you're looking for
Watch this video in context on the Unity Learn pages - http://unity3d.com/learn/tutorials/topics/2d-game-creation/cinemachine-2d
Learn how to harness the power of Cinemachine's powerful composition tools with an orthographic virtual camera in your 2D Project.
Nice! Thank you!
hey everyone
i have latest version of cinemachine in unity 2020.2 and impulse source doesnt react to anything
im using generateinpulse() but nothing ever happens
any solutions to this issue?
I'm only pressing A+D and I use the rotation of my camera to adjust the way I'm supposed to move into but since my FreeLook camera is adjusting the rotation while I'm moving to one side (if I had to guess because it tries to predict which direction I walk into so it looks at the direction I'm walking into already)
but exactly that behaviour causes my character to walk backwards although I'm only pressing A+D (which is obviously not what I want)
is there something that has to be done via code/CM freelook settings?
Hello everyone. I am unable to use cinemachine in a script, it fires the error "The type or namespace name 'Cinemachine' could not be found" when trying to use the namespace. Has anybody ever encountered this problem?
Assets\Samples\Cinemachine\2.6.11\Scrubbable support for Nested Timelines (experimental)\CinemachineTimelineEditorExtensions\CinemachineTimelineEditorExtensions.cs(9,2): error CS0246: The type or namespace name 'InitializeOnLoadAttribute' could not be found (are you missing a using directive or an assembly reference?)
i have this problem on building exe file
Hello all! Does anyone know why my camera keeps moving after the player stops? Is there any way to fix this? Thanks!
I figured it out for anyone wondering/with the same issue
Basically you want to set your 'lookahead smoothing' high to reduce jitteriness
Do you guys know why when I use the X and Y values from the cinemachine by script, its values doesn't get affected If I changed them in the inspector! If I tried to change the speed or something it doesn't get affected anymore while this script is running
because your script overwrites the values every frame.
isn't there another way because overriding these values by this is the only way out for me. + samyam made a tutorial and she did it like this but somehow cinemachine still gets affected by its values with her idk how!
excuse me what? 
what was with the edit? i was just tryna express that your response confused me 
Hey, does anyone know of a good tutorial for creating room transitions in a 2d side scrolling platformer/metroidvania? I've been searching youtube and google, and haven't found any good ones that fit my needs
What setting is called to tweak camera don't go beyond certain points (not below some X height and not above Y height)?
Basically to avoid it clipping through game edge
Any good tutorials on camera switching, im trying to have a button press go from third to first person
Enabling and disabling with cinemachine will automatically do a transition
Otherwise you can do a Cinemachine state driven camera
Idk what to do about this
I really like deadzones, it lets your character move without the camera doing anything while inside. But I don't know how to implement turning while also having deadzones because currently it looks like what I have
The Cinemachine VCam is just tracking the player who has a script that rotates the player which in turn rotates the vcam around the player but it leaves you with the funky looking turns that I have
@civic drift My first idea is that you could shrink the deadzones so they're more responsive to turning, as the character isn't really hitting them in lateral motion
Another possibility is changing the vcam's tracking offset or lookahead time with scripts whenever your character is turning
heres my camera system
now im gonna figure out coding interactable items
hey so im trying to make a vcam follow a ball and i was wondering how i can lock the camera so it doesnt spin with it
You should unsubscribe from the .performed event in OnDisable()
Try using an interface for that
already did basic interactables
2d cinemachine colliders aren't working for me. I'm not sure about what I'm doing wrong. The object that the camera is supposed to be colliding with has a collider and it is on the correct layer, yet the camera still just goes right through it as if I hadn't done anything. Any ideas for what I'm doing wrong?
show screenshots of your virtual cam setup, the collider(s) in question, etc
Preserve Camera Height might not be the right strategy
No matter what I change it to it still doesn't seem to work.
Having created a list of camera transitions/blends per this means, how do I then cause one of these to occur? Through code? Changing priorities?
https://docs.unity3d.com/Packages/com.unity.cinemachine@2.3/manual/CinemachineBlending.html
I want to have my camera come to a stop when the player (followed object) falls for a certain amount of time. How do I do this without the Camera Bugging out, shooting of to the side, or coming to a slamming stop?
You've mentioned yourself that you need to do this after certain amount of time. Use timer to calculate the moment, and then remove follow target on camera when timer runs out. At least it can be a good start.
I tried this but the camera follow null but it just starts moving off to the side.
And I want to try to have it slow down before stopping.
Your saying you want the camera to stop following the player if the player for example falls into a void?
Yes and no. I want the camera to slide to a stop if the player falls for a few seconds to allow for the player to leave the screen
What type of Cinemachine camera are you using
CinemachineVirtualCamera. It is being used for 2D as well.
Can't this be accomplished just by changing the damping on the aim and body?
Bump!
You can enable and disable the camera, change the priorities, or use a state driven camera system
How do I do this?
Do some research on Cinemachine, look at documentation
I did but Damping is the only thing I cannot find.
im making a mod and use a custom battle camerra prefab that is compatible with the game. is there any way that i could set a animation at a 0° angle and set triggers when needed at diferrent angles? so it would go from 15° to -15° without it snapping back to the 0°. and that by setting speciffic triggers?
im not shure if that is explained enough to be understandable
so far whenever it switches angles it goes back to its starting possition witch is 0° so its a really snappy motion witch i kinda want to avoid
Unity Virtual Camera app ❤️
https://twitter.com/MuhammedEAydin/status/1490675198009524228
When I open Unity after finishing God of War.
#madewithunity #unityforfilm #hdrp #GodofWar #virtualproduction https://t.co/yd21PnZ9gs
that's it?
Yes
Can I ask a timeline question here ?
#🏃┃animation is typically better unless it's Cinemachine-related
Ok ty
@lapis valley sorry ping but i deleted my unity camera and it says it dont hv cams to register
when i added a 2d camera to the main camera in my scene it started moving to the bottom right corner even though i haven't pressed play yet
for some reason i need to manually activate my cinemachine FreeLook cam every time i go into play mode. any fix for that?
Hey I'm having an issue with Cinemachine, you can clearly see the issue in this gif
https://gfycat.com/ScratchyRemorsefulChrysalis
when teleporting my player, the yellow dot used to track... uh.. something, moves super far in a direction, I know I can limit how far it can move with soft zone width, but then that causes jerky camera motion if I make it too small...
is there any way to make that yellow dot automatically return to center over time?
I dont see any options in the vcam for that
or a better solution would be a way in code to recenter
yea there are a few places I need that yellow dot to smoothly recenter.... I'm very surprised cinemachine has no obvious solution to this
unless I've entirely missed it
Does cinemachine brain has a property that tells the current vcam used in the scene?
How to know if the cinemachine has a live cam?
Yes there is a way
But it depends what type of camera you are using
Why do you need to know that
CinemachineVirtualCamera
is that correct?
If you change the aim to POV it has vertical recentering if there is no input
Alternatively you could enable center on activate and then disable and enable the camera
thats what im doing when the player falls in spikes and teleports, but I can get away with that there because the screen fades to black.
I cant always use that trick, there are some times I want it to recenter without that jarring jump
Duplicate the camera and just switch whenever you need to center it?
wouldnt the recentering be instant in that example?
Cinemachine uses transitions for switching cameras. Plus if the camera are the same (since they’re duplicated) switching between them won’t even need to transition
They’ll already be facing the same direction
its a 2d game btw
I know
Wondering if someone could clear up a question for me
If I’m using timeline and recorder recording at 60 FPS does my scene need to be able to run at 60fps
Hey can anyone help me with a cam issue? I was following CodeMonkey's "Awesome Third Person Shooter Controller" tutorial and after I added the player aim script at 4:13 my camera stopped moving smoothly and started kind of teleporting or "lagging" behind mouse movements I'm unsure how to fix it.
Guys I have a bit of a problem, So my game is a 2d top sown shioter
Shooter*
I recently made it multiplayer
But now I instantiate a player every time so my camera doesn't follow it anymore
Cam anyone help?
Assign the player as the follow target if the virtual camera like normal?
Hello there, I have a problem about cinemachine.
I'm currently using a freelook component to make a 3rd person following camera, and so far so good with a minor issue:
The damping of camera following is too heavy imo.
Like shown in the video, the camera is kinda getting "dragged" by the humanoid, and I want to make it a hard follow. But I can't seem to find the correct param to tweak.
screenshot your virtual camera's body setup
Sorry for the late response, here's the setting.
The orbital transposer rigs on the body will have damping settings
oh wow, thanks! I thought that is unmodifiable since the dropdown is.
So in my current setup, I have a cinemachine brain on my camera prefab that gets instantiated whenever a level loads. I tried adding a second brain in this scene I'm working on to handle fixed camera transitions specific to that scene, but it seems that the brain on the camera prefab supersedes any blends I put on the new brain. Is there a way to change the priority for this? I'd rather not store all of my games blends on that main camera prefab if I can help it.
so following the brackeys third person camera tutorial video and im not getting this crosshair thing he has (top image) on my game view (bottom image)
how would i get that
not even sure if it matters but would like to know what i cant
apperently its called a game window guide which i do have checked on but its still not showing up
ok figured it out. i had to expand the Aim selection
im changing my camera by disabling the previous one. where is the Transition Duration for that? I cant find it
during transitions (ease in out) between virtual cameras and free look cameras, there is sometimes a wobble. It rotates around the camera's Z axis, so the camera tilts to the right or left for a second, then tilts back. Looks crappy, has anyone else had this issue?
Fixed.
If anyone else has this issue, just select 'inherit position' on the free look camera
When I'm making a cutscene. Every time I place a new animation on my character it resets to 0, 0, 0 coordinates
Hello, I wanted to lock on to a target using Cinemachine. How can I achieve this coz when I try to write a script in MonoBehaviour, the Cinemachine brain overrides the script and nothing works
Animations overwrite object coordinates relative to their parent object, which is the scene itself if there is no parent
So, put the animated mesh under a parent object and move that parent object in the scene when the character is meant to move
Is there a built-in feature to change virtual camera when inside a zone, or must it be coded manually?
NVM, found it
It's good to share your solutions
Oh right
- Added an empty gameobject
-Gave it a collider, set it to be a trigger - Added a Cinemachine Trigger Action component
- Trigger Object Filter -> set "With Tag" to the player character tag
- On Object Enter and On Object Exit -> set Acion to Priority Boost and Target to the special camera
- Enter -> set Boost Amount to 2
- Exit -> set Boost Amount to -2
- Made sure the special camera's priority is 1 lower than the normal camera
And done
Thanks 👍 
No prob
Hey there, one question regarding CM usage in many scenes project.
My character is not instantiated but transported across scenes. In each Scene I want a cm camera to follow him. I tried tieing CM virtual camera to him by script and then also transport it over the next scene by "dontdestroyonload" but that didnt work.
So, what's the best solution here? Making a CM prefab?
Usually I just include the CM virtual camera in the player prefab itself
So your player object hierarchy can be like:
Player Rig
PlayerCharacter
PlayerCamera
Any ideas why my 2D confiner doesn't work? The camera follows the player and moves the camera well beyond the polygon.
I get it. The collider has to be larger than the rect of the camera. I was fiddling with it in runtime and it bakes it in on start so it wasn't doing anything.
I don't normally post here but I'm having a massive issue with Cinemachine. When I prefab a freelook camera, close unity, and then come back to it, the camera breaks. It's so bad that I cannot even replace the camera anymore. It starts putting toprig, middlerig & bottomrig into the hierarchy, I don't even know how to restore this.
https://cdn.discordapp.com/attachments/476036533305081857/944524973249278012/unknown.png
I just want this to stop happening to my project. I keep losing hours because I have to set up all of my cameras again, and I get the feeling that the only fix is to destroy & create a new main camera because "TopRig" becomes the new live camera on the Cinemabrain (even when removing and replacing the component), which breaks any new cinemachine camera.
That TopRig shouldn't even be there
But if I cannot prefab a cinemachine freelook camera, how can I make the same camera in a new scene?
So here's what I'd love help with...
1) I can't seem to create a new freelook camera that functions in this scene.
As shown by the video, whenever I do a new freelook it just defaults to TopRig and that's it. Is there a way for this to not corrupt things?
2) If I want to use the same camera in multiple scenes, how should I do it?
Because if saving it as a prefab corrupts everything, how am I meant to use the same camera repeatedly?
I grabbed an old version of the scene - it was the only way I knew how to make the camera behave again at all. This issue is caused (and was previously also caused, on the same project in a different scene) by making a prefab of a freelook camera, then relaunching unity.
I would appreciate it so much if an expert could help teach me how to avoid this in the future, and how to properly save camera setups for use in different scenes! Thank you for reading! 🙂
How do I fix this
My free look camera looks at the bottom of the character instead of the center.
It will always look at the feet of an object so you need to go to Tracked Object Offset and increase the Y value.
Alternatively some people create an empty object and name it LookAt or CharLookAt or CharFocus, and place it in the middle of the character so that the camera doesn't have to do any offsets
Thank you good sir
should i use cinemachine for 3rd person camera movement following the player
Sure, it's fully capable of doing that.
is there anyway i could cut the free look camera radius in half like where i put the black line in this image. i like this idea of the wireframe circle but i want to be able to cut it in half. not sure if i have to just use a different camera or not
or just being able to restrict camera movement would also be good
Im getting this error that I cant fix.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
theres my code
You're missing using Cinemachine;...
If your IDE is configured properly it should suggest that for you automatically
How do I get the cinemachine target group script to work with my 2d game? I have 2 tanks and I want them to always be on the screen, but there is like no information out there on how to use this. Can someone guide me through this?
Anyone know? It's been 5 hours 😭
hello, i've been having trouble adding a crosshairs to my third person game. How do i get the cinemachine camera to look where the crosshair is and not the player?
You shouldn't need the cinemachine, just use a UI image
You an have any cinemachine virtual camera follow a target group instead of a single object
Yes but found it confusing
Yea but how do I link it to the script?
link what to which script?
The cinemachine virtual camera to the target group script.
you can just drag and drop it as the Follow or Look At target
I think I did try that actually and if I remember correctly the script didn't drag
Not the script
Or to I drag the camera onto the cinemachine follow or look at?
the GameObject that has the TargetGroup component attached to it
Oh ok
So it doesn't have to be on the cinemachine camera?
Oh that makes sense because it's just to run the script
Well ok I will try that later, thanks for responding and helping!
is there an option to make the player rotate in the y axis when i rotate the camera so the camera will always be behind the player?
Cinemachine moves and rotates cameras for you
if you want your player to rotate, you'll have to write that code yourself
tried that with:
playerRotation.x = 0f;
playerRotation.z = 0f;
transform.rotation = playerRotation;```
and it kinda works but its a bit glitchy, any ideas on how to do that?
that... isn't how Quaternions work