#🎥┃cinemachine

1 messages · Page 17 of 1

gentle mantle
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🙏

royal tartan
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just... I would absolutely use an intermediate variable for the POV

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because if you want to modify that axis, you're going to have to copy that whole struct back into that field

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e.g.

CinemachinePOV pov = myVirtualCamera.GetCinemachineComponent<CinemachinePOV>();
AxisState horizontal = pov.m_HorizontalAxis;
horizontal.something = somethingelse;
pov.m_horizontalAxis = horizontal;
shadow cove
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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 ?

sweet spoke
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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;
    }
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This gets called in Awake, but i'm unable to control the camera still.

warm verge
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hi, I have a question about the camera .. idk if I should post it somewhere else

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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

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(I made the walls in blender and imported it to unity)

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does this have anything to do with clipping planes?

warm verge
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anyone who can help

austere tangle
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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

fallow yacht
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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.

crimson cloud
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Maybe your manifest is messed up there?

fallow yacht
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@crimson cloud what does that mean?

crimson cloud
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Your package manifest json, maybe it holds all the items inside as an element, and when unity checks for them, it might load them

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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

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Anyone knows, why my virtual camera look at target is not being updated when I move it?+

crimson cloud
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Okay looks liek the look at on the virtual camera is not working at all...

fallow yacht
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@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.

hybrid herald
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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.

fallow yacht
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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.

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@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.

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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.

hybrid herald
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I settled on just using the Free Look camera.

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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.

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Endless options for filmmakers and and advanced suite of options for professional games. A complete out-of-the-box solution for video game cameras.

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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?

fallow yacht
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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.

hybrid herald
# fallow yacht Granted, I understand your trepidations with regards Unity physics. It can be im...

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.

fallow yacht
# hybrid herald It's not really just Unity's physics. Developers have tried using physics simula...

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.

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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.

sweet spoke
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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.

hybrid herald
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Did you have it working before?

sweet spoke
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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.

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Seems like only "fix" at the moment is to enable both input systems. Use old input solely for the mouse control of Cinemachine.

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Not sure if this a CM issue, or a Unity 2021 issue though still.

hybrid herald
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Yeah I'm on 2020.3, and it works for me. Version chasing never did anyone any good.

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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

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And I only upgraded to that, because something was broken in 2019 lol

sweet spoke
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Yeah, whole point of using 2021 was that it was a brand new long-term project, which seemed to align better with 2021.

hybrid herald
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And I only upgraded to that, because something was broken in 2019 lol

sweet spoke
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But there has been several issues already, much worse than 2020.

hybrid herald
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There are still people making commercial games with Unity 5.6

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If there isn't something you absolutely need in 2021, you're probably better off sticking with a more stable version

umbral raven
sweet spoke
umbral raven
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ReWired all the way for me - though haven't had to use it with cinemachine yet

sweet spoke
umbral raven
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Yes, it's been on sale, and I THINK it was in a humble bundle once

sweet spoke
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damn

plucky panther
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I don't think so on the humble bundle front

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Though it could've been if humble bundle did a Unity Bundle before the one with the ProSnaps

hybrid herald
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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.

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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.

hybrid herald
sweet spoke
hybrid herald
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You said:

I wonder how it does work with CM though.
in reference to ReWired.

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So I told you how it would work. Leaving you to wonder, no more.

sweet spoke
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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

hybrid herald
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As with most of Unity's features, you're basically at the mercy of the community to resolve hangups.

kind oak
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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?

livid mulch
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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?

royal tartan
livid mulch
royal tartan
livid mulch
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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

livid mulch
royal tartan
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not sure I'm following

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Anyway not sure I understand what's preventing you from using the Cinemachine Confiner in this case, if that's the behavior you want?

livid mulch
# royal tartan You want the camera _view_ to be confined to a certain z distance? Isn't that ju...

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

royal tartan
livid mulch
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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

rose smelt
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it took me too long to figure out the state machine camera... lol

tender wagon
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I am using camera stacking, each with a different near/farclip distance... is there a way to do that and still use cinemachineVirtualCamera?

royal tartan
tender wagon
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cinemachine is forcing the near/far clip to whatever it is set too, for all cameras with a brain?

royal tartan
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Should really only need one brain

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something like:
Main camera (with brain)

  • stacked camera 1
  • stacked camera 2
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the stacked cameras as children

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Would that work for your game?

kind oak
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Why does my free look camera is controlled by wasd instead of the mouse?

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I use the new input system btw

twilit wave
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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.

kind oak
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how do I rotate player and camera together with free look camera?

twilit wave
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Set the FreeLook camera's 'Follow' to the player

brisk fjord
twilit wave
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@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

twilit wave
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Create an empty object and parent it to your character, follow this object and position it as required

errant shard
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Cinemachine has "offset" fields in vcam settings

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No need to use an empty

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In some situations you might want to set a specific bone as the vcam's target

stark mauve
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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?

steel vault
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How do I change the cinemachine clipping plane

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I try to change it but it keeps going be to 0.2

tranquil berry
steel vault
fervent geyser
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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

▶ Play video
warm verge
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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

royal tartan
fervent geyser
warm verge
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I see

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I will see about it when i go home

azure sentinel
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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?

fervent geyser
knotty jacinth
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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 😄

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nvm, found the issue already, the problem has to do with my cinemachine collider's setup

dusty mirage
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No no i don t

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Don t worry guys he s my friend

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Irl friend

dusty mirage
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@boreal lichen

stone pasture
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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?

raw peak
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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.

twilit wave
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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?

west ore
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how to move camera by 5 meters down with button in cinimachin?

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and up

hybrid herald
left ether
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How do I change the follow on Cinemachine FreeLook? I'm super beginner

twilit wave
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@left ether You can assign the follow target in the inspector

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drag the defaultCharacter object in there

left ether
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It's for a classes menu, so I can change the character

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There is probably a simpler way to do it

twilit wave
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that should work then. Probably best to call it outside of update tho

royal tartan
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you are trying to assign the GameObject but it wants the Transform

left ether
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ive got it working

tardy osprey
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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)

short arch
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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

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Anyone knows what I'm missing?

royal tartan
short arch
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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

royal tartan
short arch
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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.

raw peak
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Hello have you tips to do target lock mode (like darks soul, kena, assasin creed ...) with a free look cam ?

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(by the way sorry for the repost)

short arch
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As of my question, I'll post an image here, maybe someone knows the answer:

raw peak
# short arch Afaik, the FreeLook camera has a Look At Override, that you can change via code.

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

short arch
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Did you try to adjust the Orbits Binding Mode?

raw peak
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I didn't event know what write on google to find some tips to resolve my problem

crude lake
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Could dolly tracks be used for things other than cameras?

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Like a rail for players to grind on

royal tartan
crude lake
fathom tiger
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Has anyone experienced the camera falling off from the Doly track and how to fix this?

royal tartan
fathom tiger
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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

uncut sentinel
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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?

static sinew
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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

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Are you using Timeline for the cutscene?

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@uncut sentinel

sweet spoke
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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.

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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...

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It is supposed to be third person perspective, exactly how you see it on the left.

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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.

sweet spoke
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Solved:
Looks at some point the Camera on the CM FreeLook was changed to Render Type "Base" instead of "Overlay".

uncut sentinel
raw surge
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when the camera moves it like paints

static sinew
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The shake?

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@raw surge the camera jitter

raw surge
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what shake

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look at the sides

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it like paints behind the character for example

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the camera is following the player

static sinew
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O ye, I never see that in unity but is there something to render there? Or is it just void?

raw surge
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void

static sinew
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Ye that why

raw surge
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oh ok

static sinew
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You don't have the camera set to any background colour I think

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So it defaults to nothing and therefore renders nothing there showing the last rendered frames making it look like that

raw surge
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ait

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thanks :)

static sinew
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Np

raw surge
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ok

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but i am not updating the camera in script

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i am just having it follow the player

static sinew
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Go to the main camera

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And set the update to smart

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Or switch it till it's smooth

raw surge
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its on smart

static sinew
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If that does not work see if you keep your player consistent with Delta time

raw surge
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i do

strong sand
strong sand
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nevermind i fixed it

queen island
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how do i fix my cinemachine camera so that it doesn't follow the player smoothly and snaps directly to it?

opal oar
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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.

static sinew
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@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

opal oar
static sinew
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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

opal oar
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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

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technically yes but that would overwrite the freelock aspect and "lock" the camera

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which makes freelock obsolet

static sinew
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O so freelook in local space of the player?

opal oar
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yes

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exactly

static sinew
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Is it a third person camera system?

opal oar
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yeah

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thats technically what freelock does

static sinew
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Are any of the other cinemachine cameras an option like the orbital one?

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Or is it for very specific movement

opal oar
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the orbital one is the freelook^^

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it makes the camera orbit around the player and is the CinemachineFreelook Component

static sinew
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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?

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So if I get it corrected you just want a third person camera were if the player turns the camera turns with it

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It probably does it like GTA now were it sort of laggs behind

opal oar
static sinew
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I have to check this in Unity when I get home

opal oar
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kk

harsh pagoda
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Hey my camera zooms out a bit when the player moves in there anyway to stop that

languid sentinel
warm verge
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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

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the script just reverts itself to its original state

harsh pagoda
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Nvm i found it

short arch
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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.

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So instead of default looking at the object from above, how to set that the camera starts lower?

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Taking a look at the debug lines, the camera starts on the middle rig, is it possible to change this?

static sinew
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@short arch So you mean like the first few frames it has the catch up after the player spawned?

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you can move the camera manualy with a function

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I'm pretty sure there is a teleport option that allows it to teleport together with the player

noble perch
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Anyone having trouble modifying m_XAxis.m_MaxSpeed while reading input through CinemachineInputProvier?

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When the scene starts, it works perfectly, but when the character moves, it stops completely

weak trench
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anyone know why this overlay appears on the scene when i go into play mode?

fast orchid
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Do you have an cinemachine object selected in your hierarchy?

weak trench
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its ok i fixed it

simple jay
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Can someone give me the link of cinemachine I can’t find it in asset store

weak trench
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anyone know why my camera suddenly started focusing on the wrong place and not staying confined?

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it worked fine earlier but now in play mode it starts off not on the character and shows outside the field

fast orchid
simple jay
#

Hm alright

#

Good thing I someone responded to this I can now continue with my first game

royal tartan
short arch
static sinew
#

You can probably change the height alpha in code and manually make it start at the bottom

dull adder
royal tartan
dull adder
royal tartan
#

a particular bone?

#

Which actual Transform, and is the animator rotating that Transform?

dull adder
#

the whole object

pastel glen
#

@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.

crude lake
#

Why isn't this confiner working

keen cloud
#

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?)

craggy notch
#

Anyone know what this is about?

waxen goblet
#

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

modest moat
old heart
#

hey! quick question. Should i disable cinemachine cameras when unused (not higher priority)?
Do them consume much resources?

royal tartan
old heart
twilit wave
#

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)

twilit wave
#

Above is fixed. The camera was also using the collision detection extension, which conflicts with confiner.

frank smelt
#

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

hidden apex
#

Hello, i was wondering what a good choice of camera is for a 3D sidescroller

frank smelt
#

i just don't understand why it goes live...

#

it's disabled...

warm verge
#

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?

royal tartan
warm verge
#

Using the built in rotation system in the camera free look

royal tartan
#

You can always inject your own input to the FreeLook and ignore timescale there

warm verge
#

Why is there even an ignore time scale in the brain then?

#

I'll take a look at this

royal tartan
warm verge
#

Makes sense

warm verge
#

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?

royal tartan
#

although probably not mouse position

#

mouse delta more like

warm verge
#

Yeah it would rotate to much up to a certain point that's right

sterile prawn
#

test

#

So I have a question set up but My message gets deleted whenever I try to type it

royal tartan
sterile prawn
#

it isn't a code snippet actually

#

just a more organized format for asking the question

royal tartan
#

Well the server may be interpreting it as such

sterile prawn
#
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.
warm verge
#

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?

royal tartan
#

it should work afaik 🤔

warm verge
#

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

warm verge
#

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?

spice gyro
#

Hello I was wondering how can I make a code that will switch between camera views TPS / FPS

scenic cairn
#

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?

warm verge
warm verge
scenic cairn
#

@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).

warm verge
#

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

woven wind
#

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.

scenic cairn
#

I'll also try your suggestion and use FixedUpdate instead to see what changes 🙂

spice gyro
#

I mean

#

like a keyboard key that will switch between 2 cameras, like FPS / TPS

warm verge
#

My point still stands I think however that you have to set your Default Blend to Cut not sure

spice gyro
#

I tried to do an Input.getkeydown

warm verge
#

Yep set the default Blend to cut and it wont have any transition

warm verge
spice gyro
#

input.getkeydown doesn't work properly

warm verge
#

???

spice gyro
#

this is my code to set fps camera on

#

right

#

how can I make if player click H again

#

it goes TPS

warm verge
#

That's not even related to cinemachine in the end

spice gyro
#

so it will keep switching between cameras

warm verge
#

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

scenic cairn
#

@warm verge Hey! I just wanted to say thanks! it seems after making both objects move with rigidbody and using fixedUpdate worked!

warm verge
#

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

scenic cairn
#

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 🙂

warm verge
#

Good to hear! Have a nice day

woeful crest
#

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?

fossil plinth
#

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?

honest grove
#

How can I fix the random jolt wen transitioning to the player look at?

royal tartan
honest grove
hasty pewter
#

possibly track and dolly is the guy for the job:

#
Unity Learn

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 😛

honest grove
#

Looks like I got more homework 😅 thanks fo the tip 😁 I'll have a look at it tomorrow

hasty pewter
#

I wouldn't recommend lerping it, it wouldnt be smoothed like cinemachine movement would be

hasty pewter
#

if the first object is moving in update, do the attachment in lateupdate

#

should eliminate the jitter

honest grove
honest grove
warm verge
#

Can I use Cinemachine for a 3rd person player camera?

hasty pewter
#

can recommend 🙂

warm verge
#

question in cinemachine how do you use the new input system instead of the old one?

neon widget
#

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.

gritty eagle
#

Random jolt

gritty eagle
jaunty moth
#

can someone tell me how this camera type is called?

warped jungle
#

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?

eternal galleon
# jaunty moth can someone tell me how this camera type is called?

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.

jaunty moth
eternal galleon
#

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.

jaunty moth
#

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

eternal galleon
#

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!

jaunty moth
#

thank you very much, I appreciate the help!

eternal galleon
#

Oh, hey, there's some useful links on this page, @jaunty moth ! https://steamcommunity.com/groups/AxonometricActionAdventures

jaunty moth
#

Man, this is amazing 🙏 i think it will help me a lot with this and future projects! Thank you once again!

eternal galleon
#

No worries, @jaunty moth , let me know how you get on!

jaunty moth
eternal galleon
jaunty moth
#

yeah haha

formal verge
#

hello. who has the best youtube tutorial for learning on how to use cinemachine?

#

unity version 2020 or higher

barren fable
#

How do i install cinemachine on unity 2017.4.2f1?

#

it has no package manager

fast orchid
#

You'll have to use the one on the asset store.

#

If it's still there? 🤔

barren fable
#

sry for keepin u waiting

#

i cant find it on asset store tho

#

@fast orchid

wintry canopy
wintry canopy
#

It has install instructions and install pdf as well

#

Also all assets go into root asset folder

barren fable
#

oh

#

k

#

thx

#

where is the package file?

#

@wintry canopy

#

nvm

#

figured it out

slim mesa
#

do i need to restart unity after installing cinemachine i cant see the tab form where we add different types of cameras

warm verge
#

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!

warm verge
slim mesa
karmic sedge
#

does anyone know to make cinemachine camera follow a flying ragdoll in a smooth way? Mine keeps zooming in and out on the ragdoll

royal tartan
karmic sedge
karmic sedge
royal creek
#

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

royal creek
#

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

vocal hare
#

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.

normal latch
#

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

vocal hare
#

nice, now I'm even more confused, is the free look camera bugged or something?

normal latch
#

Honestly, I have no idea. I've only been using Cinemachine for like 4 hours of devtime

vocal hare
#

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

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

vocal hare
#

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

normal latch
#

Ah, I'm not sure I can help you. I've never touched the new input system or events

vocal hare
#

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

warm verge
#

Anyone else experiencing some cinemachine jitter?

vocal hare
#

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

indigo hemlock
#

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?

indigo hemlock
#

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?

warm verge
#

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

wild gull
#

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

wild gull
#

When I do it with virtual camera it's going around Player all the time.

indigo hemlock
#

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

warm verge
#

Yeah some unity things are just shit

#

but overall i like it

wild gull
#

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

warm verge
#

Im using cinemachine but the camera wont move using the mouse. Does anyone know why?

bronze spoke
#

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!

hybrid notch
#

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?

warm verge
#

I assume third person?

#

but i have no clue what that error is

warm verge
#

rip

warm verge
#

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

neon widget
#

what is your Body -> Camera Up value?

warm verge
warm verge
neon widget
#

@warm verge
have you tried Follow Target No Roll ?

warm verge
#

It works omggg

warm verge
fluid kelp
#

is anyone else having a problem with the camera constantly rotating

bronze spoke
#

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.

finite gorge
#

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?

warm verge
#

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.

pastel glen
#

@warm verge the built in urp motion blur only affects camera motion, so that might be it?

warm verge
pastel glen
#

Hm, not sure then. Too many thinks that can go wrong =p

fluid kelp
#

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

warm verge
#

Does cinemachine have built in post pocessing or should i still get the "normal" one

keen cloud
#

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?

glacial olive
#

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.

karmic jolt
#

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?

pulsar mason
#

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?

dire estuary
#

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.

storm spade
warm verge
#

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)

dire estuary
storm spade
#

Pretty sure I understood what you wanted... Using two cameras to avoid clipping is a common trick

dire estuary
#

Okay, thx I am going to try that.

fleet ether
#

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

olive flume
#

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.

pastel glen
#

@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

gritty eagle
warm verge
gritty eagle
ruby stone
#

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.

fresh temple
#

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?

golden kestrel
#

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

fresh temple
#

if possible, can u please send me example code?

#

appreciate it! =)

golden kestrel
#

Sorry but I currently am on my phone so I can't send you the code

#

Though it's very simple

fresh temple
#

can u send me the function to get the virtual camera's rotation and function to set freelook camera's rotation?

golden kestrel
#

This is it

golden kestrel
#

Put this script in virtual camera

fresh temple
#

public GameObject VirtualCM;
public GameObject FreeLookCM;

golden kestrel
#

And reference the freelook camera in the given slot

fresh temple
#

is this?

#

or i have to create another transform variable

golden kestrel
#

You can use VirtualCM.transform.rotation

fresh temple
#

lemme try

warm verge
#

Is it possible to recreate these movements with cinemachine? https://youtu.be/QZ04ROe6ofk

The revival has begun. Bendy returns.

http://store.bendyandtheinkmachine.com
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© 2017-2019 Joey Drew Studios Inc. Bendy, Bendy and the Ink Machine, Bendy in Nightmare Run, Bendy and the Dark Revival, The Bendy characters, images and logos are trademarks of Joey Drew Studios Inc. All Rights Reserved.

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ornate tendon
ocean crown
#

how do i show my UI with cinemachine following and looking at other GameObject?

fast orchid
#

What does that even mean?

summer mist
#

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

ocean crown
#

how do i make my cinemachine follow and look for 2 objects instead of only 1

primal apex
#

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

primal apex
#

never mind it was some other issue.. CM is working fine.

dense shale
#

How to add a camera shake in CM and call it in my attack script?

dense shale
#

alright

tardy zodiac
#

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?

safe viper
safe viper
tardy zodiac
supple peak
steel yoke
#

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)

umbral coral
#

pls tell me how to make my virtual camera follow cursor

crude lake
#

The rigidbody is set to interpolate

#

It only happens when the player runs this method every update

crude lake
#

OK, I "fixed" it by making it only rotate a child gameobject that contains the visuals

radiant crow
#

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?

pastel glen
#

@radiant crow by warping it you mean...?

radiant crow
#

It looks to rotate on the z axis. I can see depth when I ideally don’t want to

pastel glen
#

Are you using a 2d camera?

royal tartan
rancid lotus
#

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?

hot lodge
#

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.

royal tartan
#

Do you have any other virtual cameras in the scene?

hot lodge
#

Just the one

royal tartan
#

Search hierarchy for "t: CinemachineVirtualCameraBase"

hot lodge
safe viper
# rancid lotus any ideas on how to do this right using the cinemachine confiner without using a...

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)

royal tartan
royal tartan
#

You can't smoothly transition when you have destroyed one of the cameras

hot lodge
#

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

rancid lotus
#

currently trying to see if maybe it does blend by using a statedrivencamera along with it

royal tartan
#

And where is your virtual cam

#

And what settings does it have

hot lodge
#

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

fast orchid
#

Does your main camera have a brain?

trim citrus
#

you need a regular camera too with a cinemachine brain, if it's still doesn't render play with the culling mask layers

hot lodge
#

Ive got on on my main camera already

fast orchid
#

What's inside your culling mask?

hot lodge
#

Yep works now, default layer wasnt clicked

#

Thank you guys

rancid lotus
#

tho that brings me another question

rancid lotus
#

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?

wintry canopy
#

@tawny surge Don't cross-post.

tawny surge
halcyon heart
#

Is this chat also for code, or only discussions?

fast orchid
kindred schooner
#

Hi, is there any help/tutorial for setting up a simple, mouse controlled first person camera?

edgy oak
#

Is there a way to make a virtual camera move away from the player to avoid clipping?

edgy oak
#

Is there a way to access this value in a script?

royal tartan
edgy oak
#

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.

edgy oak
#

"How far baehind the hand the camera will be placed." oof

#

But yeah 🙂

royal tartan
#

You have to do myVirtualCamera.GetCinemachineComponent<Cinemachine3rdPersonFollow>() to get at the Cinemachine3rdPersonFollow object btw

edgy oak
#

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>()
    }
royal tartan
#

Obviously Component is not going to have cinemachine-specific methods on it, as it's a general Unity thing.

edgy oak
#

Oh, this script is on the virtual camera.

royal tartan
#

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

edgy oak
#

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...

royal tartan
#

I think you have a fundamental lack of understanding about how variables and types work in C#

limber path
#

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

hidden apex
#

what is generally the best camera for first person views?

royal tartan
#

best camera?

#

What like, Nikon vs Canon?

#

wdym

hidden apex
#

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

ancient sky
#

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.

vapid wagon
vapid wagon
hidden apex
vapid wagon
#

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

ancient sky
#

I admit, this may be beyond my current skill level though (unfortunately)

summer mist
#

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?

peak gyro
#

Can I change the CinemachineInputProvider to have more granular control over the X and Y axis instead of lumped together?

dry nexus
#

When the camera gets too close to the character it starts pointing at the feet, any idea on how to fix this?

dry nexus
#

i ended up just moving the camera a bit further away but if someone knows a better solution let me know pls

narrow obsidian
#

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!

rich sparrow
#

Quick question...How can I get my virtual cameras to instantly transition, instead of blending?

fast orchid
#

You can change individual blending between different cameras on the Cinemachine Brain component.

rich sparrow
#

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

fast orchid
rich sparrow
#

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.

rich sparrow
#

I think I found a good solution. Thanks for the tips. 😄

coral marsh
#

Hi, for some reason my camera won't switch when I am using timelines

idle gust
#

is it possible to preview cinemachine impulses in editor (i.e. from timeline) without entering playmode?

pastel glen
#

I don't believe so; if you find a way to please let us know

idle gust
#

it's kind weird since you can preview noise, but not impulse

#

I guess I'll have to seek help on the forums

pastel glen
#

Yeah, it is almost like Unity gets their features 3/4 finished and then stops working on them.

civic drift
#

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?

slim mesa
plain sinew
#

Does a virtual Camera follow a dollytrack automatically or do i have animate its movement along it?

carmine mason
#

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...

civic drift
#

Do you have a link

civic drift
#

Much sure your version is high enough and enable preview packages just in case

carmine mason
#

i am on 2023.3.25 and the preview packages are also enabled

carmine mason
# civic drift Much sure your version is high enough and enable preview packages just in case

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

GitHub

[Mirrored from UPM, without any changes. Maintained by Needle. Not affiliated with Unity Technologies.] 📦 Use the Live Capture package to connect to the Unity Virtual Camera and Unity Face Capture ...

carmine mason
# civic drift 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...

▶ Play video
civic drift
#

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

royal tartan
civic drift
balmy pollen
#

Hi, How can i make the car move like that? wall to wall? if collide

royal tartan
signal canopy
#

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.

sweet shadow
#

I also need to do that Vlastan and I also don't know how to do it

royal tartan
#

(is damping what you mean by delays?)

sweet shadow
#

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

signal canopy
# sweet shadow Hi praetor, In my case the player is being teleported to the respawn point after...

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.)

sweet shadow
#

Thank you very much PraetorPurple

timber birch
#

is there a way to sync 2 vcam's orbital transposer xAxis??

spice echo
#

anyone know how to overwrite a camera to lock to a certain rotation for a certain amount of time?

warm verge
#

How do I make a virtual camera rotate with mouse movement?

indigo depot
#

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!

warm verge
#

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?

sweet shadow
#

@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

indigo depot
#

@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.

sweet shadow
#

i see. It sounds like you have quite a complex set up to compensate for something

indigo depot
#

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

sweet shadow
#

are you able to post a couple of seconds of the kind of camera setup gameplay

#

as .mp4

indigo depot
#

Yes 🙂 Give me a few moments I'll record something now

indigo depot
indigo depot
#

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:

https://youtu.be/R80VwrGIGdI

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

▶ Play video
warm verge
indigo depot
#

@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)

normal latch
#

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

sweet shadow
#

@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

indigo depot
#

@sweet shadow sounds amazing. I'm just about to strip the project files so that I have the problem isolated in a smal unitypack.

vale locust
#

my cinemachine doesn't have the pixel perfect camera extension and i have bought the pixel perfect camera extention too

vale locust
#

nvm i fixed it

normal latch
#

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

fierce plank
#

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...

warm verge
#

Hi, is there a way to access the "vanilla" camera transform from CinemachineFreeLook? I need the rotation of it.

royal tartan
#

So you need to change those properties on the virtual camera

sweet shadow
#

@indigo depot i totally forgot to send. here.

dull adder
#

How can i switch between "Aim Camera" and "CM vcam1" with script?

tacit steeple
#

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

pallid yew
tacit steeple
tacit steeple
#

I’m using a free look camera by the way

tacit steeple
#

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

fast hazel
#

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?

tacit steeple
tacit steeple
fluid kelp
#

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

fast hazel
true zenith
#

Hey everyone. Does anyone have tips on how to setup cinemachine / scenes to have a 3d sidescroller like Little Nightmares?

fathom minnow
#

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

ancient sky
#

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?

royal tartan
#

FOV is the same in Unity as everywhere else

royal tartan
#

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.

civic drift
#

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

warm verge
#

Can anyone help me with something?

civic drift
#

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

civic drift
warm verge
#

I want my cinemachine to rotate when the mouse moves.

civic drift
#

Okay

#

Are you using legacy input or new input

warm verge
#

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!

🔥 INSANE UNITY SAVINGS 🔥
🕹️Unity New Year Sale (Exp: 11 Jan 22): https://bit.ly/UnityNewYear21Sale
🕹️Check out all the Humble Bundle Deals: https://bit.ly/HumbleBundleDeals

🎁 Get OVER 115 ...

▶ Play video
#

I used this tutorial for my camera.

#

I'm using the new Input System.

civic drift
#

Make sure to put a CineMachine Input Provider script on your cinemachine

upbeat obsidian
#

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

royal tartan
#

So there's not really a concept of focal distance

upbeat obsidian
#

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

warm verge
#

how can i zoom out the camera i cant figure it out and google gives bs stuff

royal tartan
warm verge
royal tartan
# warm verge 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

warm verge
#

when i change it it automatically changes back to 5

royal tartan
#

You need to change it on the virtual camera

warm verge
#

oh okay

warm verge
#

thanks

harsh wadi
#

How can I find the Maximum Ortho Size in a script to test if the max size is set?

late silo
#

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

harsh wadi
#

how can i test if the m_MaximumOrthoSize has been reached?

brave loom
#

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();
    }
royal tartan
brave loom
shy oxide
#

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?

sage anchor
#

Can Cinemachine replicate Fantasy Zone's camera system? I'm looking for a bidirectional side-scrolling, looping camera

#

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

sage anchor
#

Could someone please help me?

errant shard
# sage anchor Can Cinemachine replicate Fantasy Zone's camera system? I'm looking for a bidire...

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.

▶ Play video
sage anchor
#

Nice! Thank you!

last lion
#

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

pliant lintel
#

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?

ocean socket
#

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?

gleaming bluff
#

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

crimson vapor
#

Hello all! Does anyone know why my camera keeps moving after the player stops? Is there any way to fix this? Thanks!

crimson vapor
#

I figured it out for anyone wondering/with the same issue

#

Basically you want to set your 'lookahead smoothing' high to reduce jitteriness

tawny surge
#

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

royal tartan
#

because your script overwrites the values every frame.

tawny surge
pliant lintel
#

excuse me what? KEKW

pliant lintel
#

what was with the edit? i was just tryna express that your response confused me MHM

desert parcel
#

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

manic lantern
#

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

fringe acorn
#

Any good tutorials on camera switching, im trying to have a button press go from third to first person

civic drift
#

Otherwise you can do a Cinemachine state driven camera

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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

errant shard
#

@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

fringe acorn
#

How does this code for changing cameras look?

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worried this could effect cutscenes

fringe acorn
fringe acorn
#

now im gonna figure out coding interactable items

slim bridge
#

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

royal tartan
gentle kernel
fringe acorn
#

already did basic interactables

light ruin
#

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?

royal tartan
light ruin
#

I just don't want the camera to be able to go past that bottom line

royal tartan
# light ruin

Preserve Camera Height might not be the right strategy

light ruin
minor osprey
upbeat obsidian
#

Anyone know how I can access and modify these values in code?

verbal valve
#

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?

stone pasture
verbal valve
#

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.

civic drift
verbal valve
civic drift
verbal valve
civic drift
civic drift
# minor osprey Bump!

You can enable and disable the camera, change the priorities, or use a state driven camera system

civic drift
verbal valve
waxen lark
#

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

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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

dim grove
civic drift
broken wasp
#

Can I ask a timeline question here ?

tranquil berry
broken wasp
#

Ok ty

livid bolt
#

@lapis valley sorry ping but i deleted my unity camera and it says it dont hv cams to register

queen island
#

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

warm verge
#

for some reason i need to manually activate my cinemachine FreeLook cam every time i go into play mode. any fix for that?

desert parcel
#

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?

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I dont see any options in the vcam for that

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or a better solution would be a way in code to recenter

desert parcel
#

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

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unless I've entirely missed it

dense ridge
#

Does cinemachine brain has a property that tells the current vcam used in the scene?

dense ridge
#

How to know if the cinemachine has a live cam?

civic drift
#

But it depends what type of camera you are using

civic drift
desert parcel
civic drift
#

Alternatively you could enable center on activate and then disable and enable the camera

desert parcel
civic drift
desert parcel
#

that would still produce an instant jarring jump

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I need to to smoothly recenter

civic drift
#

There shouldn’t be a jarring jump

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There should never be a jarring jump really

desert parcel
#

wouldnt the recentering be instant in that example?

civic drift
#

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

desert parcel
#

its a 2d game btw

civic drift
#

I know

broken wasp
#

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

safe fern
#

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.

glad dune
#

Guys I have a bit of a problem, So my game is a 2d top sown shioter

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Shooter*

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I recently made it multiplayer

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But now I instantiate a player every time so my camera doesn't follow it anymore

#

Cam anyone help?

fast orchid
#

Assign the player as the follow target if the virtual camera like normal?

coral delta
#

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.

tranquil berry
coral delta
tranquil berry
#

The orbital transposer rigs on the body will have damping settings

coral delta
#

oh wow, thanks! I thought that is unmodifiable since the dropdown is.

marsh epoch
#

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.

snow quiver
#

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

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not even sure if it matters but would like to know what i cant

snow quiver
#

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

plain sinew
#

im changing my camera by disabling the previous one. where is the Transition Duration for that? I cant find it

warm verge
#

Hi, i can't use my cinemachine

#

Nevermind

twilit wave
#

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?

twilit wave
#

Fixed.

If anyone else has this issue, just select 'inherit position' on the free look camera

warm verge
#

When I'm making a cutscene. Every time I place a new animation on my character it resets to 0, 0, 0 coordinates

vestal palm
#

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

errant shard
crude lake
#

Is there a built-in feature to change virtual camera when inside a zone, or must it be coded manually?

#

NVM, found it

errant shard
crude lake
#

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
errant shard
#

Thanks 👍 sparkleclassy

crude lake
#

No prob

weak sage
#

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?

royal tartan
#

So your player object hierarchy can be like:

Player Rig
  PlayerCharacter
  PlayerCamera
topaz estuary
#

Any ideas why my 2D confiner doesn't work? The camera follows the player and moves the camera well beyond the polygon.

topaz estuary
#

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.

delicate ingot
#

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?

delicate ingot
#

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?

delicate ingot
#

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! 🙂

hushed yoke
#

How do I fix this

#

My free look camera looks at the bottom of the character instead of the center.

delicate ingot
#

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

delicate ingot
#

Not a sir 😄

#

But I'm glad I could help someone!

languid pewter
#

should i use cinemachine for 3rd person camera movement following the player

fast orchid
#

Sure, it's fully capable of doing that.

snow quiver
#

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

warm verge
#

Im getting this error that I cant fix.

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theres my code

royal tartan
#

You're missing using Cinemachine;...
If your IDE is configured properly it should suggest that for you automatically

kind sapphire
#

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?

kind sapphire
#

Anyone know? It's been 5 hours 😭

strong quiver
#

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?

kind sapphire
royal tartan
#

You an have any cinemachine virtual camera follow a target group instead of a single object

kind sapphire
royal tartan
kind sapphire
royal tartan
kind sapphire
#

Oh I can drop the script?

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I thought that only took game objects

kind sapphire
royal tartan
#

Not the script

kind sapphire
#

Or to I drag the camera onto the cinemachine follow or look at?

royal tartan
#

the GameObject that has the TargetGroup component attached to it

kind sapphire
#

Oh ok

#

So it doesn't have to be on the cinemachine camera?

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Oh that makes sense because it's just to run the script

kind sapphire
modest brook
#

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?

royal tartan
#

Cinemachine moves and rotates cameras for you

#

if you want your player to rotate, you'll have to write that code yourself

modest brook
#

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?
royal tartan
#

that... isn't how Quaternions work