#🎥┃cinemachine

1 messages · Page 18 of 1

royal tartan
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Sounds like what you want is:

transform.rotation = Quaternion.LookRotation(Vector3.ProjectOnPlane(MainCamera.forward, Vector3.up));```
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you can't modify Quaternion components and expect them to work like euler angles. They aren't euler angles

modest brook
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oh k i got it, thanks

grave depot
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Trying to install cinemachine

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but i cant

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i get this errors

royal tartan
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Try restarting Unity and/or your computer

grave depot
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worked, ty <3

delicate ingot
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Again this error. I reinstalled and updated cinemachine since it last happened 😦

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I am so.. so confused..

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Why does turning a simple freelook camera into a prefab cause such a massive problem?

crimson vapor
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Hi all, quick question. I'm not sure if this is the right place to ask, but can you have a camera zoomed in to 200%?

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I'm working on a game with 16x16 grid size and the artwork is a bit small, but it looks just as good at 200%

royal tartan
crimson vapor
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Sorry let me clarify. This is a 2D game with no camera rotation, I think orthographic view. I would like the camera to be zoomed in at 2x resolution.

royal tartan
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you can check if your camera is perspective or orthographic by looking at the Camera component and seeing what it's set to

tropic lintel
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How do I access Cinemachine FOV, aim sensitivity, and noise?

frigid tide
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Hello there,
I have a hard time on the set up on my camera.
I don't understand why it un zoom before switching in 3D + perspective.
Also when switching back to orthographic top view, it zoom back too much and then zoom again to my square.
I'm using a transition style "Hard In" currently but I don't know how to improve this

errant shard
warm verge
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Hello, I have set up a dolly track and virtual camera and it follows the third person character fine, but when i get to a turn, it goes to fast? any suggestions

tropic lintel
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I'm making a mobile game, my Cinemachine camera for some reason goes along with my joystick when pressed

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eg if I swipe my joystick up the camera also looks up

errant shard
frosty pasture
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Anyone here got much experience with warping cameras during a blend and keeping the blend smooth?

As a rough example to what I want, imagine a camera in space looking down at the world, and blending between a Tokyo virtual cam (139 longitude) and a Los Angeles virtual cam (-118 longitude).
A normal linear blend would move west, across Asia, Europe, the Atlantic, then America - but you'd normally want it to go the other way, across the Pacific, to the east,
So I'd set another vcam to an imaginary point further east of Tokyo, where Los Angeles would be if you 'unwrapped' the world.
That would start the camera blending in the right direction, but at some point over the pacific the main camera would need to warp from 180 (maximum east) to -180 (maximum west), and that's the specific bit I'm having trouble with. Changing the target of the blended-to camera at that point is easy enough but there's a big discontinuity in the movement which I guess is because the virtual camera I'm blending from needs to move (or be replaced) as well.

frosty pasture
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Looking at the code, I'm hopeful that I can get what I need using something like StaticPointVirtualCamera or creating a custom blend like in CinemachineVirtualCameraBase.CreateBlend but I'd appreciate any guidance

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Actually, maybe BlendSourceVirtualCamera is even better for what I need - if I can capture the existing blend state at the point where I wrap around then hopefully the camera can continue to blend to the next position smoothly?

frosty pasture
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Alternatively, an even cleaner approach would be an entirely custom blend policy where I can manage the wrap-around internally - is that possible?

latent current
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how do I access Cinemachine in a script so I can change the follow during runtime?

frosty pasture
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Get the CinemachineVirtualCamera component from the Virtual Camera, then change the .Follow member to whichever Transform you need

latent current
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thank you although for some reason VS isn't thinking cinemachine is valid even after restarting it

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no errors in unity itself though

frosty pasture
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Sometimes VS gets it wrong.

latent current
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also the value isn't simply .follow for some reason

frosty pasture
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Upper-case F

latent current
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o

tranquil berry
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Go to Edit / Preferences / External Tools in Unity, make sure registry packages is ticked and hit the regenerate project files button

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then go back to VS and see if it's fixed

latent current
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thank you

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that fixed it

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anyway adding that now caused a duplication glitch and it doesn't even change the follow value

frosty pasture
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That function only creates one object, so you're probably calling it too often

latent current
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it worked perfectly fine before I added the newPlayer portion

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there'd only be one player at a time no matter what

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... for some reason going into play mode doesn't keep the virtual camera I manually set

tranquil berry
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are you overriding it with GetComponent

latent current
latent current
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I'm so tired

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now it's fully functional and automated thanks to that getting sorted out

desert parcel
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Hey I am using a lot of polygon colliders for cinemachine camera bounds, but its a 2d game so they are very often just squares... but making perfect squares out of polygon colliders is a tedious process. I want to speed up my workflow here, what is the best way to do this?

one idea I have is to make a prefab that is just an invisible square texture with a physics shape... I believe this would create a usuable polygon collider for cinemachine, but im not entirely sure

is there any other good ideas for quick making and resizing rectangular polygon colliders??

desert parcel
warm verge
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No disrespect to cinemachine because they allow for lots of cool stuff but

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i just can't work with the amount of jitter this thing has by default 😭

long creek
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I got 0 jitter with cinemachine

royal tartan
warm verge
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Thats pretty weird because for default it gives me jitter and all solutions i have tried so far don't work for me

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and i mean major jitter that it feels almost unplayable

frosty pasture
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Is your frame rate uneven?
Or maybe the object the camera is following doesn't move smoothly?

royal tartan
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There's no "default" setup

warm verge
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so when you move around it looks like it lags

royal tartan
frosty pasture
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Lag and jitter are quite different - you'd expect lag if the cameras have damping, but no jitter. Jitter is possibly down to the wrong update choice, as just said

neon heron
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Hey guys anyone know what the problem is? It works as intended in the Editor, but as you can see in the dev build it does this thing. Im using a Cinemachine Cam, (Freelook and Collidor if that helps)

royal tartan
neon heron
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my character/accessories dont have colliders, only skinned meshes

royal tartan
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Otherwise how is it colliding with the environment?

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A CharacterController is a collider, if you were not aware.

neon heron
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yeah i use a charactercontroller

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but for some reason its only doing that thing at a specific angle when i turn the camera?every other angle it works fine

royal tartan
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See what happens if you exclude the CCs layer from the Cinemachine Collider

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Or tag or whatever I forget how it works :)

tired lintel
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Hey! Camera work is not my strong suit in regards to my teams project, but I have free time and want to fix some of the last 1% things I see regarding camera positioning and timing.

So I have 2 questions: 1) how do I actually go about editing a recorded camera pieces efficently without needing to do something as crazy as re-recording it 2) how do I view the cameras viewpoint when in the scene view?

Here is the timeline in question.

craggy notch
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  1. You can edit it by converting it to a clip track , and then manipulate in timeline
errant shard
gleaming tiger
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Thanks a lot! it works

plucky pond
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hi my cinemachine on my character is pretty jumpy, is there any way to fix this?

upbeat knoll
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Cinemachine works fine for me when the camera is always oriented as if standing on the ground, with 'up' being vertically up. But my characters fly - can do somersaults, loops, etc - and this seems to break every combination of CM mode/setup/module. It seems that all of them are hardcoded to assume that no camera would ever rotate fully around x axis. Is there something I'm missing?

I've been through the docs, tutorials, etc. Can't seem to find any that cover rotation around x

plucky pond
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this is my setup

    private void MovePlayer()
    {
        Vector2 movementV2 = input.OnFoot.Movement.ReadValue<Vector2>();
        Vector3 movement = new Vector3(movementV2.x, 0f, movementV2.y);
        Debug.Log(movement);

        Vector3 move = cameraTransform.forward * movement.z + cameraTransform.right * movement.x;
        move.y = 0f;

        controller.Move(move * moveSpeed * Time.deltaTime);
    }```
upbeat knoll
near gazelle
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Can a cinemachine camera be made to follow only one axis?

royal tartan
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You could also just make an object that follows your object only on one axis very easily, e.g. with a PositionConstraint - and have your camera follow that object

near gazelle
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Thanks bro

long creek
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How to fix the weird shaking when blending between two virtual camera's?

long creek
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it's mostly happening when sprinting

rustic fulcrum
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not sure if this is a cinemachine question, more like a general question about the camera

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*although I am using cinemachine

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I'm working on a 2d game using 3d objects with an orthographic camera to give it an illusion as "2d."

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how would I add the illusion of depth? let me show some examples

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you can see that the background is the background

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*i havent added textures yet

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**I'm trying to make sure the player cant see the sides of other objects, which is why im using orthographic (gameplay depends on it)

rustic fulcrum
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could anyone help me out with this? ^^

long creek
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Seems to me like you wanna clamp the camera so it doesn't go too much to the left or right

rustic fulcrum
long creek
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clamping is pretty much making sure it doesn't go below or above a certain point.

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Your camera is probably centered on your character, that way it will always go out of screen

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you can follow the character with the camera, but when the camera reaches a specific point on the x-axis, you need to unfollow the character and clamp the camera to like 0 on the x-axis, until the character is far enough from the wall again.

rustic fulcrum
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but I am asking how does that help?

long creek
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you asked what it meant xD

rustic fulcrum
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ah, well i meant like

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i wasnt sure how that helped

rustic fulcrum
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yes

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i think you may have misunderstood my question

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I am trying to add some illusion of depth to my orthographic game

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as you can see here

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you cant tell whats what

rustic fulcrum
long creek
rustic fulcrum
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ah

rustic fulcrum
long creek
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how about slightly rotating the camera down in normal view?

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also by slightly blurring the background, you can add some depth

rustic fulcrum
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since currently, it's just a flat view

long creek
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i'm sorry I can't help more, i'm not really into 2d game making

rustic fulcrum
civic lagoon
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I have a question about Cinemachine Camera.

I have two/ more Cinemachine cams:
1 cam is to handle the camera shake
And the remaining cams are used to move between zones using Camera Confiner. But when I added the zones cameras, my camera shake does not work anymore. Are there anything that I did wrongly here?

long creek
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Add the impulse listener to each camera? Because I believe only the active camera will listen to it

errant shard
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@rustic fulcrum Illusion of depth can be done by having objects inherit some of the camera's motion/position
For the sky/horizon to appear at infinite distance, it would inherit 100% of the camera's motion, while things in the foreground would inherit 0%

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Things in between would mix their position with the camera's position to some percentage between 0 and 100

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(This is not practical with 3D meshes, unless you find a way to move each and every vertex according to distance from camera while modifying the bounding boxes so the meshes don't get culled randomly)

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But for sprites it's as simple as "get starting sprite position, get camera position, set sprite position to a Lerp between them"

rustic fulcrum
woeful granite
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How can I disable and enable my cinemachine when I have my pause menu up?

errant shard
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There's a setting to ignore timescale in the Brain component

woeful granite
stiff smelt
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Does anyone know if there's a way to make it so the Cinemachine doesn't move if the mouse isn't hovering over something?

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The main part I'm having trouble with is making it so the Cinemachine can't move

royal tartan
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Be more specific. "The Cinemachine" could mean a lot of different things.

woeful granite
warm verge
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Hello 🙂 Is there anyway to adjust the virtual cam so that we have a similar result on all different mobile screen resolutions? 🙂

warm verge
hollow steeple
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How do you set the Cinemachine Track binding through script? I am instantiating a timeline and need to set the cinemachine camera field.

old gust
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Hi guys

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I started a unity game project for a class project and im kinda stuck my virtual camera keeps identifying the side of my character model as the front 😢 i have a link to the model if you need

opal zealot
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The cinemachine camera isnt moving smoothly

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its really snappy

bronze moon
opal zealot
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I already solved it

warm verge
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Hey is there any way to set game view to fix width instead fix hight when working with cinemachine? So that when we have another resolution what we see in hight will change but what we see in width is constant?

old gust
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I know you can lock the values if you are using orbital camera configuration I’m not sure about the other configurations of cinemachine

desert parcel
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anyone know why I'm getting this error, despite the line working and doing exactly what I want it to do?

private void Awake()
    {
        cmBrain = CinemachineCore.Instance.GetActiveBrain(0);
    }```

error:  
``ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
CinemachineShake.Awake() (at Assets/CinemachineShake.cs:22)``
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like, its getting the correct reference, everything associated with cmBrain is working as intended

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but its throwing me this error everytime that awake runs

worldly nova
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there are no active brains

desert parcel
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then how am I getting the correct reference here?

vcam = cmBrain.ActiveVirtualCamera.VirtualCameraGameObject.
            GetComponent<CinemachineVirtualCamera>();```
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this line works, despite that error ^

worldly nova
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Does it also work if you comment out line 22?

desert parcel
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nope
I get NullReferenceException: Object reference not set to an instance of an object CinemachineShake.GetCurrentVCam () (at Assets/CinemachineShake.cs:31)

worldly nova
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Put a debug.log inside Awake to see how many times it's called

desert parcel
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like I said... the awake line IS working, its just throwing an error too for some reason

worldly nova
desert parcel
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well yea, that was the original question

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its working despite the error, and its only running awake once, if I comment out the awake line, I get a null reference as expected

worldly nova
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Did you put the log before or after line 22?

desert parcel
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it doesnt matter? it was just Debug.Log("test") in awake

worldly nova
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of course it matters

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if you put it after, it won't show if there's an error on the previous line

desert parcel
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ah, well
it was after

worldly nova
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then Awake is being called twice

desert parcel
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so the debug.log is also working despite the error

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what it just skips line 22 on the 2nd awake run??

worldly nova
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Awake is called twice. The other time it throws an error and it doesn't run the debug line. The other time it doesn't throw an error and it reaches the debug.

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you probably have two objects that have this component

desert parcel
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weird, you're right, I put the debug before the other line and it ran twice

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so... why is it erroring on the first attempt?

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oooh

worldly nova
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because there are no active brains

desert parcel
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I see

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ok, I think have the script on another object in my scene

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because I was working on it before, then changed the premise of the script

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annoying that the debug log doesnt tell me what object contains the instance of the script thats erroring

worldly nova
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Debug.Log("something", this); and you can then click on the log message to see which object it is

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or Debug.Log("This is " + name); to just print the name of the object

desert parcel
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wait no, now Im really confused, I removed the duplicate script and im still getting the error, but only 1 test log (its before the cmBrain = line)

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ugh ok, I see whats going on

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so I have this script in my main camera, thats where I intended for it to go

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it was also in my virtual cam accidently.... where it was WORKING

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the one in the main cam is not working, its not finding the brain

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so I think I need to change my method for accessing the brain

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What Im trying to do here is get the active virtual camera from outside the vcam object, because I dont want to have to put this script on every single vcam

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cmBrain = GetComponent<CinemachineBrain>();
 vcam = cmBrain.ActiveVirtualCamera.VirtualCameraGameObject.
            GetComponent<CinemachineVirtualCamera>();```

this doesnt seem to work... I dont get a null reference, but its not causing the screenshake effect on my current vcam
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I even tried serializing the cmBrain field and dragging the main camera in so I dont need to get the reference in awake

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why does it work when the script is on the vcam object, but not on anything else??

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I guess I need to go back to my very first question when I started this:
How do I get a reference to the currently active virtual camera from outside of the vcam object??
I figured I could get it from the Cinemachine brain since that has the field Live Camera which is a reference to exactly what I want

#
vcam = CinemachineCore.Instance.GetActiveBrain(0).ActiveVirtualCamera.VirtualCameraGameObject.
            GetComponent<CinemachineVirtualCamera>();```

good lord this line is a mess, but it checks out
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but damn, it didnt work

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im not getting any errors, so i'm not sure whats wrong

desert parcel
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ok, theproblem was my event, figured it out

desert parcel
quasi igloo
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Hi all, I am trying to implement a simple freelook camera to follow my 3rd person avatar in VR -- but having issues. Has anyone else had challenges here? The main camera does have a cinemachine brain implemented that references the freelook camera. The game scene previews the camera properly but when launching on my oculus (using Link), the freelook camera doesn't work. The main camera utilizes the initial XR Origin camera settings on play in Oculus

royal tartan
old gust
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I’ve never played or herd of a 3rd person vr if you get it working pls send

royal tartan
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Basically anything in a VR game that takes camera control away from the actual VR rig is a recipe for extreme motion sickness

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I'd be very curious to see what the idea is here

mighty sigil
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help

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how do i fix this?

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there is no director package in the built in tab

versed flume
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Hey, does anyone know how to disable the zoom out effect in Cinemachine Freelook? I find it quite annoying

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or at least to tweak it slightly

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camera with player at 0 speed

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then once the player speeds up, it gets zoomed out like this

rain basin
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Anyone know how I can add collision to my camera?

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I hear people talking about the "Cinemachine Collider" component but when I search that up nothing is appearing

errant shard
versed flume
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zoom was just the best word I had to describe it

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thanks

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also, is there a way to make the fov higher the more speed you have?

errant shard
mint urchin
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I created a new animation and tried to add it timeline.It displayed this

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New to cinemachine.Plz help

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And I added an animation to CM vcam2 by following the tutorial.But here in the timeline it doesnt work

pearl pulsar
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hi everyone

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once i find it, and i have the binding object how do i match that back to director.setgenericbinding

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is it gonna share an index?

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or does binding.sourceObject have a method to set binding too, but i haven't found it?

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ohh okay so it's keyed by the object itself so i should be able to SetGenericBinding(this if i understand correctly

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like so

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var outputs = newDirector.playableAsset.outputs;
        foreach (var binding in outputs) {
            switch (binding.sourceObject.GetType().ToString()) {
                case "CinemachineTrack":
                    newDirector.SetGenericBinding(this, Camera.main.GetComponent<CinemachineBrain>());
                    break;
            }
        }```
onyx magnet
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How can I adjust the weight of the PostProcessing overrides during runtime via script?

onyx magnet
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Or rather, why does adjusting the weight on the volume not alter the weight of the postprocessing on the virtual cam?

versed flume
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another question: what type of transposer binding mode does the vehicle camera in a game like GTA use?

ocean socket
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Hello. Anybody has an idea on how to use cinemachine for a lock on camera on enemies in a toggle?

near gazelle
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Hello guys, I have a problem with the "CinemachineTouchInputMapper" script, because it interferes with my touch joystick, how can I make it only capture half of the screen?

versed geyser
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How would one go about making a crash bandicoot style camera (one that stays on a path but follows the player as well, just like on a path. Maybe looking left and right a bit. Already got the culling easily but

errant shard
fervent cliff
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How would you go about making sure the player is facing away from the camera at all times with a third person camera? Like if my player is walking backwards it won’t face the camera

royal tartan
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position the camera based on the player's orientation

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E.g. use the player's body as the Body/Follow target for the vCam and offset it behind

small crag
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My loading screen is causing the freelook camera to swoop in from far off in the distance (roughly -3000,0,-3000). I'm turning the cinebrain off during the loading screen, and afterwards I am forcing the freelook camera to the target position and turning the cinebrain off and on again. The vcam is being repositioned after I've called ForceCameraPosition, it's not cross-blending from anywhere...anyone had a similar issue?

remote tangle
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Hey quick question, I have cinemachine to focus on my playable character however it feels too centered on them , I'd rather if the centre was slightly above the playable character so there isn't as much looking beneath the playable characters

royal tartan
remote tangle
#

Ty

royal tartan
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for example "Tracked object offset" under Aim here

remote tangle
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I heard other solutions but they were a bit more long winded

sage maple
#

Hi hi @royal tartan - just wandering if I could ask you if I'm on the right tracks? So continuing our convo from code-beginner - would I be setting up a dolly and track system, so that everytime the player moves to a certain location I will have a preset location that the camera will move to? Also please do tell me if asking this question was a bad idea. Apologies if it was.

#

or is perhaps clearshot a better way to do it?

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I'll keep watching and learning for now

royal tartan
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then you transition to that camera

sage maple
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oh I see - I think? I'll have a go at it myself and if I still struggle which I probably will - I'll come back w more questions if that's ok?

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Apologies again for being so noob at this

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I'll try my best to do it myself so as to not bother you w too many questinos ^^

sage maple
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I've got it all working now - I used a clearshot camera - not sure if that's too different from what you suggested, it uses two virtual cameras and I played around with the priorities etc.

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there's definitely a lot more information I should learn about all this

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but for now I think I did a decent job of at least approaching it - so imma have a small break and take another crack at learning it soon

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there's really a tonne to learn about it

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also I had a playaround with the ease in and out blend - but that causes issues in that you can see gaps in my tiles when the camera pans. I know the solution to that issue (drawing pixels around my tilemap) but I think it's a bit too much of a time investment for me so I'll just use cut instead which is what I had planned on using before anyways ^^

patent spruce
#

Hello, How can I have a camera like the freelook one but for a perfect orbit, I don't want to have 3 different orbit, I just want the camera to orbit the player with a fixed distance even if I look from the side or from the top

flint mica
#

hello I cna't change the camera size for my game. I want it to zoom out but it's stuck in size: 1

royal tartan
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if so you have to change the settings in the Lens section of the virtual camera

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You can't change the camera itself

ripe lagoon
#

what is the terminology for controlling the camera with a custom Yaw value- for instance in a multiplayer game where I'm not using base unity.Input where would I override that for cinemachine?

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ah it's under Aim: POV >> axis/[value]

tacit anchor
#

So I have 2 cameras in my scene and even though both cameras and the vcams appear to be setup correctly and show they're working as expected in the Scene, when I hit play one of the Cameras doesnt work even though the Inspector thinks it is. Hard to define so quick 1 min video demonstration. Anyone seen this before? Am I going crazy?

royal tartan
tacit anchor
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It does, I did a quick test to basically disable/renable that camera at start and it fixes it... but that just feels like I'm painting over a large crack in the wall.

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but I guess if the hack/workaround works then it works. just curious if anyone has seen that before.

uneven crystal
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Somehow I'm required to use an activation track here to activate the camera (it's disabled in the hierarchy) in order to make the dolly animation play correctly. Doesn't the cinemachine track enable/disable camera's?

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And weirdly enough at the end of the activation track the camera does not switch back to the player's vcam

last stump
#

How do you toggle between two identical third-person FreeLook cameras, making sure that they both share the same look rotation when you toggle between them?

lusty ember
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after i added cinemachine, all my scripts stopped working, what could it be?

civic drift
lusty ember
last stump
civic drift
desert parcel
#

before I go and make UnityEvents that happen on trigger enter/exit.... what is the quick and easy way to change VCams when entering a trigger?

royal tartan
#
void OnTriggerEnter(..) {
  cam2.priority = somethingHigherThanTheOtherCameraPriority;
}```
desert parcel
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aaah ok, thanks

civic drift
last stump
desert parcel
#

Hey, I have a secondary camera that is rendering out to a texture for a shader, and I want this camera to follow the same target as my main camera via cinemachine, but the Live Camera field in the texture output camera is set to none and I cant figure out how to change it, its greyed out (as per usual on Cinemachine Brain components)

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or ya know... maybe I could just change the camera to my player hmm

royal tartan
desert parcel
#

correct, but my secondary camera remains none for its Live Camera even when my main cameras Live Camera is set to the currently active VCam

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I just made it a child of the main camera though, works just as well

royal tartan
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Yeah no need to have two brains in this case

topaz glen
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Why is cinemachine only using the first virtual camera, when I switch between them (I have two)

topaz glen
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When I click on them, as well as in the timeline

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I'm trying to make a timeline that'll shift from one camera to the other

royal tartan
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you have to set the priorities of the cameras to switch between them

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it always uses the one with the highest priority

topaz glen
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They're both set to 10

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If you'd like, I can send an image of both virtual cameras, as well as the "Main Camera" that I'm using as the brain

royal tartan
#

you need to set the one you want to be active to have a higher priority

topaz glen
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But here's the thing, if I do that then the one with the higher priority number only shows up in the timeline. However I want the first virtual camera to transition to the second one

royal tartan
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the transition happens when the priority changes

#

that's how cinemachine works

topaz glen
#

Just to be clear, you mean this timeline correct?

#

Underlined in blue?

royal tartan
topaz glen
#

I

#

Forgot

#

To add

#

The main camera

#

Oh my gosh

#

Okay

#

Lol

#

Thank you sir

wispy eagle
#

Hello people, I have this very nasty shaky camera movement, any idea on what is doing that ? I am using the pixelperfect camera included in the URP and cinemachine.

#

it's actually not very noticieable on the video ...

royal tartan
wispy eagle
#

Well I tried to change the update mode of the cinemachine brain without success :/

mental oracle
#

I am trying to create a camera shake effect in my 2D game. The shake is not coming from a particular direction. How do I disable the effect of velocity in Cinemachine Impulse Source? I have tried setting the default velocity to [0, 0, 0], but that silences the signal entirely. I am using legacy mode, Cinemachine 2.8.4.

sharp elbow
#

I'm sure this has been asked before but maybe I can't find the searching:

I'm trying to do an offset with the mouse when aiming from topdown. I was hoping there would be an easy way to do this built into Cinemachine? Maybe I'm just blind?

mental oracle
sharp elbow
mental oracle
sharp elbow
gaunt cape
#

I have a question regarding Unity Timeline sorry if not the right channel - First time using it and am trying to add an animator controller by hitting Timeline > Add > Animation Track. I cannot drag my animator controller onto it as its only allowing animation clips?

errant shard
# wispy eagle

The reason this is happening because the follow camera is lagging a sub-pixel distance behind your character as it tries to follow it smoothly

#

This is always a problematic consequence of smooth motion and pixel perfect rendering

#

As the camera's true position is somewhere between pixels, it'll snap between the closest ones abruptly in many cases

wispy eagle
#

Is there a way to fix that ?🤔

errant shard
#

Workarounds only
A camera that's 100% fixed or parented to the player's position won't have this shimmering issue most likely

#

I would have at least one vcam that's fully fixed to the player that's used when the camera is meant to follow them

#

You can still have other types of cameras, but it's best to blend between them fairly quickly and linearly, and avoid any smooth accelerations and deaccelerations

wispy eagle
#

Oh gosh that sounds complicated xD Oh well time to learn cinemachine I guess

errant shard
wispy eagle
#

Yeah the only problem is actually when I use cinmachine ^^"

#

With a simple camera script it works perfectly fine

warm verge
#

Why is my cinemachine randomly changing positions every time I start the game? It just randomly rotates around and messes up the entire rotation of the player/camera

royal tartan
#

and that virtual camera will move according to however you configured it

warm verge
#

I'll debug it and try and find the error, thank you

royal tartan
warm verge
#
{
    private Vector2 PlayerMouseInput;
    [SerializeField] private float sensitivy;
    private float yRot;

    // Update is called once per frame
    void Update()
    {
        PlayerMouseInput = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
        MovePlayerBody();
    }

    private void MovePlayerBody() {
        transform.Rotate(0f, PlayerMouseInput.x * sensitivy,0f);
    }
}
``` is the code I just added for the player to rotate on the x and y axis but the weird bit is that this is probably configured for a first person game whilst mine is in third person
#

Either the player rotates too fast for the camera or vice versa which is the issue I'm attempting to debug

royal tartan
#

wait you have this code but you also have a Freelook rotating the camera?

#

what's the actual behavior you're looking for?

warm verge
royal tartan
#

so why the whole thing with the mouse then>?

#

where's the code that makes the player walk

warm verge
#

Err one second

#
    {
        horizontalMovement = Input.GetAxisRaw("Horizontal");
        verticalMovement = Input.GetAxisRaw("Vertical");
        moveDirection = cam.forward * verticalMovement + cam.right * horizontalMovement;
    }

    void FixedUpdate()
    {
        MovingThePlayer();
    }

    void MovingThePlayer()
    {
        if(isGrounded && !OnSlope()) {
            rb.AddForce(moveDirection.normalized * movementSpeed * speedMultiplier, ForceMode.Acceleration);
        } else if (!isGrounded) {
            rb.AddForce(moveDirection.normalized * 2, ForceMode.Acceleration);
        }
    }```
royal tartan
#

right so .. it's a Rigidbody

#

you can just have your player look in teh direction of the velocity

#
rb.transform.forward = rb.velocity;```
warm verge
#

One second

royal tartan
#

none of that is related to the camera though.

warm verge
#

That works but it snaps it into place

#

There are probably a variety of methods to do it with a rb tho ill find out one second, thank you.

onyx magnet
#

Is there any way to have the benefits of Light2D and overlay cameras while also using perspective?
I have a cool parallax effect in my 2d game for which I want to use perspective
but light2ds don't work with perspective

#

this is the editor view, but cinemachine on perspective mode tosses this lighting/shadow data out the window because they're 2d lights

#

and this is what it looks like when I run it

#

any ideas?
I really like the 2d light effect, but I need perspective to maintain proper parallax

safe viper
hearty badge
#

Hi, I am having some trouble with my overlay camera, I have it so that my main camera is using one post processing profile while my cursor camera (overlay one) is using another.
Once I set it to overlay and apply it to my main camera it inherits the post processing from the main camera and adds it's pp to objects from main camera.
I've tried everything that I could, all I want is to have an overlay camera that has it's own post p that's not affected or is not affecting main camera

#

Forgot to mention, I am sing URP

lusty ember
#

how do i change the size of the cinemachine camera?

royal tartan
#

on the virtual camera

lusty ember
#

Thank You!

#

:D

hearty badge
ocean crown
#

how can i make some objects not render with cinemachine?

royal tartan
#

That'd be using your camera's culling mask

hearty badge
#

that won't work out in this case, I really doubt it's impossible to make what I need but ok, I'll make my problem a little more clear now:
I have a custom cursor that is rendering in it's own cursor camera (Picture 1)
I'd like it to have alot more bloom than the rest of the level so it can make a level brighter when it moves.
The problem is when I enable post processing on my cursor camera with it's own profile this happens (Picture 2)
Any suggestions would be useful and thanks!

rustic fulcrum
#

the planet is really thin, and the cinemachine collider extension is sorta "delayed" on stopping itself from passing. any solutions?

#

i'm using a mesh collider

iron shore
#

how would i change camera follow during runtime

bronze moon
iron shore
#

in a new script or in the cinemachine virtual camera component

bronze moon
# iron shore in a new script or in the cinemachine virtual camera component

You can add the script anywhere you see it fit , whenever you need it to switch. Doesn’t matter really, as long as you can reference the camera and know where it is when you need it to. Ideally You can just have the script to do this one particular thing on the camera so you can add the script on the camera itself

warm verge
#

@bronze moon I came here to try the exact same and I already wrote a script, but I get some errors

#

Could you see what I'm doing wrong?

#

private void SwitchPlayer()
{
CinemachineVirtualCamera cinemachineVirtualCamera = GameObject.FindGameObjectWithTag(Tags.Player).GetComponent<Transform>();

    cinemachineVirtualCamera.m_Follow = Transform;
}
bronze moon
# warm verge Could you see what I'm doing wrong?

well there are couple things wrong here... The finding object tag is messed up, Tag.player isnt a thing, , you are trying to find the cinemachine virtual camera from the Player but are returning the Transform component which makes it invalid.. you are then trying to pass a transform component instead of the transform position

warm verge
#

Turns out: I have no clue what I'm doing, haha.

bronze moon
#

lol id freshen up a little on object referencing ..

bronze moon
warm verge
#

I have no experience with this, so thanks for the video! I'll check it out.

#

I'm trying to make the camera always follow the object with the Player tag, even whenever I switch the player object with another one

bronze moon
#

even then can get messy

warm verge
#

I want to use it to swap characters. Is there a better method? I could swap the Animator controllers as well, if you recommend that?

bronze moon
#

watch the the videos first, should make things bit more clear on what to add next

warm verge
#

Thanks mate! The second guy is making it wayyyy too complicated for my skill level, so I got some homework to do.

bronze moon
#

could easily make a script called "Player" that exists only as a placeholder you can reference to it , becomes cleaner with intellisense knowing what you are looking for, instead of tags because you can avoid easy spelling mistakes that can happen more frequent as project grows in complexity

warm verge
#

I'm at the "following tutorials and changing whatever I want to do different and sometimes come up with a crazy idea outside of my skill level"

bronze moon
#

gotta start somewhere right?

warm verge
#

I do have a player script! What would you recommend?

#

The player script has all the references to the animation triggers, camera, etc.

bronze moon
#

i'm just leading you to the water , you're gonna have to decide how to drink lol

warm verge
#

Haha, yes! I'll try some stuff

#

Not drowning yet, so we're good

#

Thanks ❤️

iron shore
#

im using photon for multiplayer how can i make the cinemachine camera follow two different players separate

#

like if each player had their own camera

royal tartan
iron shore
#

oh you mean enable it by like if view.IsMine

#

then enable it

#

via a separate script

royal tartan
#

yes

iron shore
royal tartan
#

Why would you do it in Update too? Belongs in Start

#

Gotta make sure you're paying attention to errors in the console window

iron shore
#

there were no errors

royal tartan
#

There's definitely errors

#

you never assigned view

#

in PUN normally I'd expect you to use MonoBehaviourPun or whatever it's called as the base class and you get view for free

#

I'm also assuming you actually... attached this script to your player object(s) and assigned the PlayerCam variable in the inspector, and ran the game?

iron shore
#

yeah obviously

#

like i said no errors

royal tartan
iron shore
royal tartan
iron shore
#

the player

royal tartan
#

show it in the scene

#

in the hierarchy

iron shore
royal tartan
#

that's a prefab

iron shore
#

yeah its instantiated when the player joins

royal tartan
#

show it

#

in the scene

#

during gameplay

iron shore
#

ok

royal tartan
#

and show your console window after that

royal tartan
# iron shore

and the inspector for this object has that script?

iron shore
royal tartan
#

something's not adding up

iron shore
#

i cant get the entire inspector in frame to many components

royal tartan
#

that code will 100% cause an error

iron shore
#

hmm strange

royal tartan
#

Debug.Log in Update (outside the if statement)

#

to make sure it's actually running

iron shore
#

yeah it runs

iron shore
iron shore
#

i tried that

royal tartan
#

ok now... use more Log statements

#

and check if you're getting into the if statement or not

iron shore
#

i guess for some odd reason that script was bugged ig

#

strange

royal tartan
#

Unity was not getting the updated version of your script or something

iron shore
#

yeah never had that issue well atleast it works, thanks for tryin to help

solar rock
#

Anyone know why cinemachine seems to be looking inverse of how I turn my mouse? If I move my mouse right the camera moves left.. or is this normal?

royal tartan
#

you'll have to be more specific about what you mean by "cinemachine" here

solar rock
#

Well I need to be more specific about a couple things actually haha

#

one second

#

So it's a freelook cinemachine camera I'm using, the camera is moving left when I go left, but if this makes any sense, that moves my player right.. Just feels weird.

royal tartan
#

so is it a camera problem or is it a problem that the way your controls work in conjunction with your camera you turn a way you don't want to

solar rock
#

It's hard to explain so I know that doesn't help with trying to help. I might just write my own camera follow script, I think I might just have one lying around somewhere.

royal tartan
#

You can also pretty easily reverse the axes for FreeLook

#

if that's all you're asking

solar rock
abstract raptor
#

Hello, I'm trying to make a 3rd person camera using cinemachine. I made it a Freelook Camera with the hopes that when the camera is not changing, the player moves forward, back, left, and right. This kind of works. Whenever I move left or right, however, it rotates as if it was going around a circle, or in this case the camera.

#
    {
        moveDirection = cameraObject.forward * inputManager.verticalInput;
        moveDirection = moveDirection + cameraObject.right * inputManager.horizontalInput;
        moveDirection.Normalize();
        moveDirection.y = 0;
        moveDirection = moveDirection * movementSpeed;

        Vector3 movementVelocity = moveDirection;
        playerRigidbody.velocity = movementVelocity;
    }
#

rotation is similar (so that it faces the right direction)

bronze moon
#

<@&502884371011731486>

fast orchid
#

!ban 533247951678734338 scam

marble yachtBOT
#

dynoSuccess daniellord#9243 was banned

alpine heath
#

Hello, maybe someone can help me with cinemachine. I am creating 2D platformer and I want it to follow the Player all the time. However, I would want camera to follow player even when he falls. Because in my case when the Player falls from the platform camera doesnt follow it properly anymore. Maybe anyone knows why? What should i check? Thank you, I am new to Unity.

royal tartan
#

What you should check is what object your virtual camera is configured to follow and how it's configured to follow it and whether that object actually falls with the player

viral pier
#

Hello, I want a third person camera (like in GTA) for my game but I don't know how to program one. Can someone help me?

wintry canopy
#

@viral pier I directed you here so you can find resources on how to work with #🎥┃cinemachine not to mindlessly repost the same question which was already answered

#

Check the pinned messages here for resources on it

mint berry
#

Hi, when I try to record a 360 video with the video recorder using the cinemachine for the timeline, I get this error message and it prevents the video from recording. I don't know how to create a reference object, would you know how to help me please D:

eternal galleon
#

Brief dumb question, if I may, just to doublecheck - https://docs.unity3d.com/Packages/com.unity.cinemachine@2.9/api/Cinemachine.CinemachineVirtualCameraBase.html This is the parent class of the VirtualCamera, right? So if I make a variable with this type, I should be able to store a VirtualCamera or a MixingCamera etc in here and I'll be able to access the Priority and have the CinemachineBrain do it's normal stuff with priority, right?
(I'm pretty certain this is correct, just trying to find if there's something I haven't considered here before I dive in)

pastel glen
mint berry
eternal galleon
#

Ah, apologies @mint berry , I was asking an unrelated question. =)

eternal galleon
#

Folks, you know how you can call GetComponent<Collider>() and you'll get whatever collider was on that object, be it box, sphere, capsule etc? Does anybody know of how I could do that with CinemachineVirtualCamera components? Possibly using CinemachineVirtualCameraBase? Sorry if this is very elementary, but the answer is not immediately jumping to my mind...

royal tartan
royal tartan
#

any of those will work with VirtualCameraBase

eternal galleon
royal tartan
eternal galleon
#

I'm sorry to have wasted your time. When I tried this earlier today, I ran into a bunch of errors. I went back to my starting point and began again and everything worked perfectly. I thought it WAS a key feature of inheritance, but... Ehh. Thank you for your input and patience.

warm verge
#

hello, i am trying to follow a course about unity 3d development, I am trying to install Cinemachine, but for some odd reason it keeps giving me an error, can anyone help?

#

[Package Manager Window] Error adding package: com.unity.cinemachine@2.6.11.
UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()

warm verge
#

anyone?

royal tartan
warm verge
#

Found fix to it

eternal galleon
#

Hey folks - setting up a Cinemachine Blender Settings in a scene where I have a LOT (20+) of cameras... but I'm only having a few of them show up in the dropdown list. Can anybody identify what the issue is here?

royal tartan
eternal galleon
#

Sorry, a lot of Virtual Cameras.

royal tartan
#

Not sure then

eternal galleon
#

Oh. Hmm. Okay. Nuts. =/

eternal galleon
#

@royal tartan - Just had an acquaintance suggest the problem relates to my VCams being children of different prefabs, which certainly matches with the cameras that are available in the list. Looking through the CinemachineBlenderSettings source to see if there's a better way to gather 'em...

umbral raven
#

What do you mean by "different camera behaviours" ?

last kernel
#

like one moment it's first person, then it smoothly switches to moving around the map

umbral raven
#

You have your camera, which has a CM brain on it.
Then you have 'virtual cameras', which you set active for the one you want to be currently used.. these can swap between any of the different types of vcams

#

It's got the blending setup required for you to do that easily

last kernel
#

ok nice thanks

quasi igloo
# royal tartan you're trying to use FreeLook in a VR game? How is that supposed to work?

Might have mislead you when I said freelook, there is actually a thread about this topic on the Unity forums. Apologies for the late reply (have been off discord for a while). The idea is camera system that gently (i.e VR-friendlY) follows the movement of a 3rd person avatar -- potentially from a distance, and allow the HMD to manipulate rotation of the camera. Think AstroBot, LuckysTale or Ven VR. You can see what I built out here using Cinemachine -- https://www.youtube.com/shorts/C5vkWIOPnok

3rd person character controller for VR, minimizing motion sickness. Built in unity and utilizing Cinemachine for camera movement. Utilizing new input system to manage all actions.

▶ Play video
supple mauve
umbral raven
#

your vcam is up there

supple mauve
#

wait

#

my vcam is supposed to be this reddish camera included with the main camera

supple mauve
#

anyone know ? ;-;

fast orchid
#

The main camera will attach itself to whichever virtual camera is the highest priority. Just move the vcam to where you want the camera to be.

supple mauve
#

yeee

#

i think its not the camera problem anymore

#

i removed the cinemachine and now its generally flying

#

idk whats going on maybe somethign with the script

#

and i cant find anything on google

#

ye i got a problem with the gravity

snow jetty
#

I am making a game and all of a sudden my camera started doing what's happening in the video attached. I have no idea how to fix it and I made no changes to the camera that I know of that could have caused this. I created my project with the first person template in unity 2021.3.0f1. The only change I made that could have affected it was switching the input manager from just the new system to "both" so that I could use the old input system as well as the new one. The two things I have tested: 1) it's not my sensitivity, it works fine, and dragging around the editor is super smooth 2) it's not the frames because I tested this and it was a consistent framerate. Let me know if you have any ideas! I am really stuck with this and I don't know what to do. https://www.youtube.com/watch?v=jAa1ucwixNA

#
private void LateUpdate()
     {
         CameraRotation();
     }
     private void GroundedCheck()
     {
         // set sphere position, with offset
         Vector3 spherePosition = new Vector3(transform.position.x, transform.position.y - GroundedOffset, transform.position.z);
         Grounded = Physics.CheckSphere(spherePosition, GroundedRadius, GroundLayers, QueryTriggerInteraction.Ignore);
     }
     private void CameraRotation()
     {
         // if there is an input
         if (_input.look.sqrMagnitude >= _threshold)
         {
             //Don't multiply mouse input by Time.deltaTime
             float deltaTimeMultiplier = IsCurrentDeviceMouse ? 1.0f : Time.deltaTime;
             
             _cinemachineTargetPitch += _input.look.y * RotationSpeed * deltaTimeMultiplier;
             _rotationVelocity = _input.look.x * RotationSpeed * deltaTimeMultiplier;
             // clamp our pitch rotation
             _cinemachineTargetPitch = ClampAngle(_cinemachineTargetPitch, BottomClamp, TopClamp);
             // Update Cinemachine camera target pitch
             CinemachineCameraTarget.transform.localRotation = Quaternion.Euler(_cinemachineTargetPitch, 0.0f, 0.0f);
             // rotate the player left and right
             transform.Rotate(Vector3.up * _rotationVelocity);
         }
     }
solid current
#

Hello everyone i am trying to make a Game Trailer for my upcoming MMORPG/FPS Game. I know how to set up a Dollytrack which the Camera will move in. The Problem is that getting the Camera to look around was always a challenge for me. So what i ended up doing in the past was to just let the camera focus on one object. I have a Huge Map and want the Camera to look around more "freely" anyone here who saw a tutorial where a way is shown that would help me with the struggle?
I already have looked many tutorials but most of them just do a very small clip or the way with the focus a single Object.

I am happy to hear answers from you guys!

low saffron
#

Hi, im having a problem on my game. Im using cinemachine 2d. When the game runs the regular cam has the same settings in position as the cinemachine but when my player dies and restarts the scene the camara transform on the z axis goes to 0 which makes the game dissapear from the script. I cant find a way to fix this issue. Im happy to go in a call if needed. Thanks

feral dirge
#

Hi guys - I'm having some issues wiht Cinemachine. I've installed it, and can see it in the top tool bar, but can't create a cinemachine from the hierarchy view. Has anybody else gone through this?

charred iris
#

Whats a Cinemachine?

raven monolith
#

I'm updating a virtual camera's lens values but nothing's happening in the game view

#

anyone know if there's a method i'm supposed to call?

#

value and fustrum are changing but no difference

#
    {
        DOTween.To(() => cmCam.m_Lens.FieldOfView, x => cmCam.m_Lens.FieldOfView = x, 1, 3).onComplete = () => print("complete") ;
        
    }```
subtle depot
#

hey, today while working I noticed that my camera was making "Jumps" instead of moving smoothly, it is way more noticeable on bigger screens due to it requiring more mouse movement to actually move the camera just a bit

(I don't have any scripts that edit the behavior of the camera other than Input Provider to it so I can use the new input system with cinemachine)

small talon
#

hey folks , i have many objects of the same type in my scene ,that triggers a camera shake at the same time. what is the best way to prevent that the shake is getting stronger with each placed object. ?

raven sigil
#

Has anyone ever come across a way to set a transition blend on a TargetGroup when using AddMember and RemoveMember to dynamically change the contents of the TargetGroup? You can easily set custom blends when changing priorities between VCams, but because the vcam priority isn't changing, (we're just removing enemies as they die from the combat cam's TargetGroup) but there is no blend behavior I can find for when the targetgroups contents change and so it just snaps jarringly to the new framing targets without a blend. Hell I'd even take blending between TargetGroups to a new group with the revised contents at this point despite that not being the cleanest solution.

Have been trying to solve this one off and on for a while and can't seem to find much of a clue after fairly extensive research on a solution.

ornate tendon
raven sigil
# ornate tendon Well a dumb solution come to mind but you can always have another VCam. Set up t...

That is valid, and I've considered doing this if I cannot find a proper solution to the problem, but it's pretty ugly tbh. Managing two vcams in a revolving door of the same use case just seems unnecessarily complicated for such a simple task. I get the idea because AddMember and RemoveMember were later adds that weren't in the original functionality of targetgroups at all, that this is just a niche case that doesn't come up enough for the package to provide a decent solution..

ornate tendon
#

Put your issue on the cinemachine subforum. The dev is very responsive

raven sigil
#

@ornate tendon found it, thanks for the responses man

ornate tendon
raven sigil
ornate tendon
raven sigil
#

I see that now, that was very creative. Must've been the one thing I didn't think to try doing

cloud iron
#

hey quick question i want to record but record track is gone... any idea where i can bring it back

tranquil berry
cloud iron
#

there is a record package?😅

tranquil berry
#

a link to it is pinned to this channel

cloud iron
#

oh yeah i see thank you

tawdry mantle
#

Hello there I am using Cinemachine, when using it the character controls no longer function like they should, any idea?

royal tartan
still patrol
#

Hi ! When using a Dolly cam, you can set up waypoints for the camera path. Then the cam follows a target (the player mostly). But is there a way to set up waypoints for the target itself? Because player doesn't always follows the camera points.
For example, if I want the camera to start near the floor when the player is far, and go up to the ceiling when he comes near, how can I achieve this kind of thing? 🤔

royal tartan
still patrol
ocean crown
#

how can i make my cinemachine supporting 2 soft zones depending where my object is?

weary crest
#

Any tool for changing the rotation of cinemachine

#

it seems to reset immediately when i change it

royal tartan
#

Are you talking about your main camera? A virtual camera?

weary crest
#

Im sorry, ive since fixed this, thanks though

latent eagle
#

I'm using URP with the URP camera and pixel perfect component(alongside a cinemachine + cinemation pixel camera component) and I have a weird issue where children objects are jittering(but not the parent sprites). I have a shadow child on my sprite and when I move around it jitters mostly on the vertical axis. I have narrowed it down to the pixel perfect component(either camera or cinemachine), and disabling them fixes the shadow jitter but introduces gaps/seams while walking around.

#

anyone have any ideas how to fix it?

wintry canopy
#

It's likely have to do with your Y movement out of sync. Has different step perhaps

latent eagle
#

is it fixable?

wintry canopy
#

Try testing with uniformal object of same x,y size using the same exact values moving vertivally

#

Maybe your grid is not completely symmetrical?

latent eagle
#

for my tilemap?

wintry canopy
#

Also make sure pixel per unit matches to the pixel perfect camera settings

#

yes

latent eagle
#

pixel perfect ppu is 16 and so is my texture ppu

wintry canopy
#

I just gave you ideas to test. Something is not uniformal. Maybe resolution or reference resolution. Look what it is. Otherwise behavior vertically and horizontaly would be the same

latent eagle
#

it seems like maybe there are issues with the URP pixel perfect from some searching. I've verified everything in my setup and I can't find anything that's set up wrong

wintry canopy
#

Actually looking at it it seems the camera not following it in step properly

#

Otherwise everything around would shake not the object in relation to the camera

errant shard
latent eagle
#

is there a way to achieve that? I already have it hard locked to target

errant shard
latent eagle
#

I think I tried lateupdate for the camera, but I'll check again tomorrow

#

thanks!

latent eagle
#

only solution I have found is rounding the players movement to 1f/16f

#

with 16 being my PPU

errant shard
#

If the camera's position matches the player, the rounded result of camera position and sprite render position should be exactly the same, in theory

#

This issue rises when the tracking isn't perfect and the sprite gets snapped a fraction of a second earlier than the camera

latent eagle
#

well no matter what I tweaked it doesn't seem to make a difference. I tried the late update and it still jitters around

errant shard
#

Maybe hard lock isn't hard enough

#

Parenting the camera instead of using any other type of tracking has always fixed the jitter for me, so that's a good test to confirm that tracking is causing it, instead of something to do with the sprite

#

using a non-interpolated rigidbody for movement also causes jitter unrelated to this, but it should be more obvious

#

If that's the case and you use a parented camera, the world will jitter instead

latent eagle
#

what type of hierarchy for the camera do you mean?

errant shard
#

Camera directly under the object with the sprite with no camera control from cinemachine

latent eagle
#

still jitters :(

half sorrel
#

not sure if this is to do with cinemachine itself

#

But my sprite isnt moving smoothly

#

Is there any way to fix this?

nocturne stirrup
#

Hello, i want to do this:

#

However, i only get that while game mode is activated

#

but if i go on scene mode, i cannot get it, because the yellow point is always in the middle

nocturne stirrup
#

nevermind i found it, thx anyway

raven sigil
#

Anyone have any experience with when using a Cinemachine Confiner 2D, hitting the bounding box the camera snaps to and from the bounding box awfully instead of just stopping when it gets there? Once it's about a world unit away it just snaps the rest of the way to the final position. Also when leaving the bounding edge back towards the level it like clings to the camera and eventually snaps back away from it, then resuming normal camera behavior

gusty beacon
#

I've noticed that the default camera script which comes with Unity projects is now more complex that many solution on GitHub. It uses curves and internal states to interpolate between them. Is it because they wrote it based on Cinemachine patterns?

amber bison
#

I suspect im having some issues with cinemachines camera follow. The camera movement seems really choppy. Im not quite sure what to do to fix this, since ive never had this issue before in any games ive used it in until now. This is the first time im working with a gamepad as a player controller. I havent really changed any of the settings other than slightly modifying a few values to try to make something change. Any clue on how I can smooth this out? Ive not found anything online that seems to work for me. I switched to the scene in the video to show how the player moves without the weird effects of the camera. I dont have any code written for the camera that would change how its following things

#

Its been a while since ive worked in unity so im sure theres probably something dumb im forgetting :P

safe viper
amber bison
#

hmm interesting, i didnt know that could cause problems. I have parts of the objects movement running in fixed update. I dont how id modify how the cameras updating since i dont have any code for it, i havent done much work with camera stuff, let alone cinemachine. I tried moving what i had to regular update just out of curiosity and that hasnt seemed to change anything but at least ive got a direction to go in now

safe viper
amber bison
#

genius! thank you very much : ) that worked like a charm

vapid solar
#

Another basic question, where can I choose the offset between the camera and the object its looking/following?

vapid solar
#

is the Offset Extension the right way to do it?

raven monolith
#

should be in the body settings

radiant oxide
#

Has anyone else had a problem with a following Cinemachine camera rapidly decrementing down the Y axis? I can't find anything in my scripts or such that would cause this behaviour, but every time I run my project, the camera just.. sure goes down ahaha.

#

for background, I have it targetting a group of the two players of a platform fighter. Even when I attempt to just target a single player, the camera still falls down the Y axis.

eternal galleon
#

I'm looking to cut between two dolly cameras - but instead of an instantaneous cut, I'm getting a fraction of a moment where the camera moves. It's quiet jarring... anybody know what could be causing it, what the solution might be?

hallow herald
#

How can i set how camera should start?

#

Like at which Angle

#

If you get what i mean

muted haven
#

hey guys not sure if this is the right place to post this but my sprite shows up in the scene camera but not the game camera can someone give me some ideas :p

muted haven
#

actually fixed! haha

royal tartan
#

It can be done with either depending on your requirements. Freelook was specifically designed as a TPS camera

eternal galleon
eternal galleon
eternal galleon
#

Ended up casting my cinemachinebase to a virtual camera, then using getcinemachinecomponent in order to get the cinemachinetrackeddolly and there directly setting m_PathPosition. Easy when you know how.

warm verge
#

anyone can help me to configure URP post procesing?
i try to add the extension in the virtual cam but doesnt work

coarse steppe
#

How would I go about setting up Cinemachine to start zoomed in on an object, and then zoom out to the desired target object and stay at that new distance from thereon out?

errant shard
warm verge
vapid solar
#

how can I turn a CinemachineVirtualCamera view into Ortographic?

royal tartan
vapid solar
vapid solar
#

Can Cinemachine Virtual Cameras have their own culling masks?

#

(an official answer from 3 years ago says but maybe things changed from then)

raven monolith
#

why isn't my camera moving when i cange cinemachine values in the inspenctor outside of play mode

#

camera isn't following virtual cam even though there's only one and it's live

#

apparently i had to set blend update method to late update

royal tartan
raven monolith
#

Outside of playmode?

#

I dont even know how to make scripts work outside of playmode

signal brook
#

Has anybody here ever tried to use a cinemachine-based rig + XR rig ( standard xr rig, no CM tie in) to display CM brain live cam in desktop while being plugged in an HMD? Cameras are fighting for control in headset. Works fine if I switch the brain main camera to be overlay, but that won't give me a desktop view.
It worked perfectly fine on a non CM set up..
And nevermind. i forgot to change the cm brain cam to be target of none.

raven monolith
#

with timeline in cinemachine
if I want to make changes to the position of the vcam, then I have to give the vcam an animator?

pastel glen
ancient delta
kind sapphire
#

Is this gone?
I cant seem to use it in my script...
using Cinemachine;

royal tartan
kind sapphire
royal tartan
#

VS? Unity? What error did you get?

kind sapphire
#

I figured it out tho.

royal tartan
#

details are important

kind sapphire
#

It was a cache problem

#

I needed to restart unity and vscode

kind sapphire
knotty shuttle
#

Yo i really need some help with dolly track and cinemachine in general i guess. I'm doing a fly though of a large area and have many points on the dolly track, at each path position i'd like to change where the camera is looking at so i thought i could key points where i've put a new target for the camera to look at but i'm not super sure how to do that. Is there an easier way as well? I need to make some sections slower as well when focusing on certain things but i'll cross that bridge when i get to it.

hearty depot
#

how would you allow the vcam to work with different resolutions?

#

if i change the window size it changes the camera

errant shard
raven monolith
#

does anyone know where I can find the project that they showed in this demonstration?

#

Or a unity project similar to it?

raven monolith
#

where can I find this sample?

#

no links in the page

raven monolith
#

nvm it shows up in the latest version in package window

knotty shuttle
#

Is there an easier way to do keyframes? I have 110 points on a dolly track and like going from 1 to 2 to 3 etc, keying every single point, rotation for camera direction and stuff seems like it's gonna take a real long time..

#

Also my camera is like.. Moving when i'm not doing anything with it or pressing play for some reason..

warm verge
#

cinemachine freelook cam problem;

when I move my character, camera sort of bobs out because of the movement

#

how do i make it so that camera is always following the character on the orbit and not bobbing in or out based on movement

#

im sure its some simple checkbox setting im missing but if anyone knows it pls lmk

#

found it setting is body x y z damping

#

set to 0 to make camera stick on the orbit and higher to make it bounce based on player movement

remote stump
#

how to make player go transparent if cmaera is too close to player ???

atomic wharf
acoustic frost
#

Anyone know how to make it so cinemachine freelook camera won't limit how fast you can look around? I've been stuck on this issue for days with a third person camera setup.

No matter how fast I move my mouse It takes almost 2 seconds to do a 360 degree turn, the turning speed stops going faster at a certain point.

hybrid wyvern
#

Hi. Im testing cinemachine in 2d and would like to do the following:

  • vcam1 follows player with damping x and y = 1, Dead zone with width = 0.35 and height = 0.6
  • vcam2 also follows player with damping x and y = 0, Dead zone = 0
  • when player starts walking, vcam1 shows.
  • when player stops walking, vcam2 shows AND vcam1's position is set to vcam2's position

i tried to do it and everything works fine with changing bool in for statedriven camera animator etc but in the end, it doesnt let me edit any vcam positions. It'd be really helpful if you can guide me on how to change vcam position

pliant gorge
#

Does anyone know how to orient the player follow camera from the starter assets to face forward when you load into different scenes?

pliant trellis
#

i have a prototype im working on where the player is a sphere that rolls around, im trying to make a 3rd person camera using cinemachine. But i dont understand how (yes i looked at the pinned tutorials)

raven monolith
#

Use freelook cam

pliant trellis
#

how do i make the rotation of the player not affect the camera, the player is a sphere so they roll when they move. But, since they roll the LookAt object spins around causing the camera to bob up and down

#

any way to fix this?

errant shard
# pliant trellis any way to fix this?

If the lookat target's origin/pivot point stays still relative to the rolling sphere and the vcam doesn't add any local offsets to the tracking, then the camera will not bob

pliant trellis
#

i have no idea how to use cinemachine

pliant trellis
errant shard
pliant trellis
#

no

#

i have the LookAt object slightly above the sphere so the camera is at a different angle. there wouldnt be much of a point to put the LookAt object directly in the center because i could just have the freecam look at the sphere

#

btw im using freecam

#

and have no idea how to use cinemachine

errant shard
#

The vcam can add its own offset in world space so it's independent of any target rotation

pliant trellis
#

how do i use vcam and make my mouse affect its rotation around the sphere?

#

because im using freecam

errant shard
uncut void
#

Does anyone know a way to smooth the movement of a virtual camera when the subject moves out of frame?

#

I have the movement smoothed when the subject moves around within the frame, but when the subject moves out of frame faster than the camera can catch up (so the subject touches the edge of the frame), the camera hard turns to keep the subject in frame

#

I need the camera to remain moving smoothly even when the subject touches the edge of the frame, but I can't find any way to make it do this

#

(it is following a Target Group, if this is of relevance)

pliant trellis
#

how do i make the virtual camera not rotate when the sphere (player) does

#

nevermind

#

but i do need help figuring out how to make the virtual camera rotate around the player when i move the mouse

languid sentinel
fast orchid
#

I'm not entirely sure, but I feel like the new Starter Assets from Unity would be using cinemachine for the character controller, which is free look. Could try installing that package and checking out their settings.

pliant trellis
#

do i need to use the cinemachine from the asset store in order to see things like the dead zone of the camera?

#

nvm

fast orchid
#

Yes, those are cinemachine features

pliant trellis
fast orchid
#

Cinemachine is a built in package you can download from the package manager

#

Don't take the one off the store (if it even still exists there)

acoustic frost
acoustic frost
#

actually it seems that where i look has an effect on speed, now i'm even more confused.

#

faster if i look at the vast emptiness and super slow when looking at a close object/floor.

errant shard
#

FreeLook switches between three separate rigs based on your vertical look

elder ledge
#

can someone help me set one up cause i dont know how to

fast orchid
elder ledge
#

alr thanks

old gust
#

hey guys how your day going anyways im looking for a solution to my script to rotate the gun according to the camera rotation this is for a school project on Wednesday sry about the rush i am a 15 year old and this is my first time sry again
thank you again and sry pls @Me to answer or dm me sry again for the disturbance and probably the stupid question not to mention it is using cinamachine it is on the code-genaral thread

acoustic frost
#

testing with "hard look at"

errant shard
#

I mean these

acoustic frost
errant shard
opaque steppe
#

Hey guys I have a question, I want to have a smooth camera like genshin impact where it doesnt bug out and fly but instead runs smoothly any recommendations or somethin i can follow to make it extremely satisfying to use

royal tartan
#

"bugging out and flying" is an indication you did something wrong

opaque steppe
#

when I run the game in screenmode

#

it doesnt feel smooth haha

#

even though in stats it says 400+fps

#

if you get what I mean

errant shard
#

Hard to guess what kind of smooth it isn't

vapid solar
#

how can I manage the render order using cinemachine?

#

I dont think I can use the classic dual camera method since the main camera gets its values changed in realtime by the cinemachine brain

royal tartan
#

it all works the same way as normal

vapid solar
#

The problem is that with cinemachine I can alter fov and other internal components

royal tartan
#

cinemachine will only change the position and lens settings of the camera, not the overlay settings etc..

vapid solar
#

So its not enough to just parent the second camera

#

I have 3 virtual machines that operates on the same "base" camera

royal tartan
#

what are you asking? You want the real cameras to both follow the same virtual cameras?

vapid solar
#

let me explain

#

I have this camera that its handled by 3 virtual cameras with their own fov, offset, etc.

Now I need to make a second camera that just renders 3D UI stuff on top but I can't use the classic method of just parenting this camera to the main one since other that the position, there are some lens values that gets dinamically changed by the cinemachine that will not influece and update my overlay camera

#

What should I do?

royal tartan
#

What kind of 3D UI elements are we talking about

vapid solar
#

Im making a tps and I'm using a line renderer (which not works on ui) to draw the spray circle

vapid solar
royal tartan
#

that's just normal UI

vapid solar
#

The circle gets dinamically altered by the weapon parameters

#

so I cant just use and scale an image of a circle

royal tartan
#

Why not

#

altered how

#

Regardless could you not just give both cameras cinemachine brains?

#

they will both follow the virtual cameras together then

vapid solar
#

I didnt knew that solution existed (thats why I asked)

#

let me try quickly

#

regarding the UI circle, unless I find out how scale the circle based on the actual radius its pretty hard to have it accurate

#

Are you sure that just adding a Cinemachin Brain is enough? its not responding to virtual camera swap

royal tartan
#

Check the brain Culling masks?

vapid solar
#

the new camera just dont move like the main one

#

Ok now its working

#

looks like I must render the layer of the virtualcamera itself

narrow wind
#

How can I make a Cinemachine's orbits a perfect circle?

narrow wind
#

Yes

royal tartan
#

They are perfect circles

narrow wind
#

Oh

#

Ty

#

I must have seen it incorrectly

royal tartan
#

The Gizmo might not be drawn to extreme resolution

#

But the actual camera motion will be a perfect circle

#

Or as close as a digital computer can get ;p

narrow wind
#

Also, how can I make it so that when the followed object moves the freelook camera moves with it?

#

Instead of it sort of just trailing behind

royal tartan
#

that's up to the Follow settings of the vCam

knotty geode
royal tartan
narrow crescent
#

im in unity 2d and trying to get a pixel perfect camera so it doesnt look like manure, and im trying to import cinemachine through the package manager but i instantly get errors on import

#

il get the error up in a second

knotty geode
tranquil berry
knotty geode
#

Basically, 5 clicks is all I needed to set up that transition, very quick to set up

#

no target required etc

tranquil berry
# knotty geode no, but the transition can be triggered at runtime. meaning you dont have to set...

With timeline you need to create a playable director and a timeline asset for it. Add a cinemachine track, add as many shot clips as you want, drag them into each other to blend them.
Make an animation track if you want to animate camera properties or move them on top of that (which can involve animating things like dollies and carts).
You then trigger it whenever you want by playing the director

#

There's certainly space on top of that for streamlining that process, but if you're doing something similar looking into timeline is certainly worth it

knotty geode
#

Thanks for that, I am really new to this whole thing, so initially I wanted to set up a very quick transition that was somewhat smooth. tried the whole dollies and carts, but I needed to set up a target for it, but if I didnt want a target, I had to make a target anyway and make the target invisible and make it move in the direction of where I want the shots, and it became more complicated when the shot was going around like you see in the video above, the transition speed became erratic based on the distance of the target (the camera can decide that the opposite side of the track is closer to the target and quickly transition around the track), Obviously its likely due to the fact that I am very inexperienced in Cinemachine in general. That said, I decided to build on top of the whole VirtualCamera transition mechanic to make a very quick to set up scene that literally can take less than a few seconds.

What I would really like to be bale to do, is exactly what I showcased, but the cameras move on a dollies/cart without needing a target (It might already be possible, but I couldn't figure it out).

tranquil berry
#

It's a little clunky, but if you wanted to do it with a dolly track and no Look At in Timeline: you might choose to create an animation track that animates the path position (animating it down the track), and the rotation of the camera. As long as the aim is set to Do Nothing it should work as you'd expect.

knotty geode
tranquil berry
#

Should work without it too I think, the dolly track body doesn't affect the rotation if the aim is set to Do nothing afaik

knotty geode
barren ferry
#

does you use cinemachine on very light mobile game ?

narrow wind
#

How can I stop a cinema machine freelook camera from lagging behind the object it's following, just to move to the right position when the object finishes moving

royal tartan
lavish geode
#

I have two cameras in the same place showing the same perspective. One is showing the world, the other is showing objects on top that I want to show through walls. When I change the priority of my virtual cameras one of the cameras moves but the other doesn't. The second camera also lets me manually change its values, while the main camera's values are locked by cinemachine.
How do I move and modify the second camera at the same time as the main camera?
I know I could child the second camera to the first and remove the brain, but that would only change the position and rotation, but my virtual cams have different fovs and stuff.

lavish geode
#

nvm, found the answer.

narrow wind
#

and I can't seem to find a dampening variable

royal tartan
narrow wind
#

Sorry, I got confused with extensions

#

But I still can't find the dampening variable

royal tartan
#

It's part of the follow settings

#

Or Body I guess

coarse steppe
bright zodiac
#

cinemachine free look camera, its not rotating 360 degrees. Mouse gets stuck on edge of screen (webgl)

pearl aspen
#

is there a way to change orthographic size smoothly so it zoomes out slowly with a script?

bright zodiac
pearl aspen
#

oh yes i could try that

bright zodiac
#

cinemachine free look camera its not

fervent oxide
#

Hello. I just started using unity and now I'm facing a small problem, the house disappear too early from the camera view. Is there a way to make asset disappear a little bit late off camera?

fervent oxide
#

opps nvm I fixed it

errant shard
tawdry sable
#

Hello, I'm alea, from France. 😁
I'm student in first year in art shool, in 3D, Animation, VFX and video game.
I have a problem in unity with my projet end year. I have an traveling camera no voluntary in start video.
You can help me please? I send it this evening, so is it urgent. Sorry for the urgent. 😔
My film : https://we.tl/t-xhw6eAsc8X

fervent oxide
# errant shard Sharing your solutions will be helpful to others

at first I put the house in the tile palette so I could easily just make house around my map but the problem is the camera only detects a pixel square which is on the middle of the house since it's set as a tile, so the house just disappear when the pixel square is off camera. I just turn the house into a 2d object sprite and make it as a prefeb to fix it.

worthy carbon
#

how to make camera look around with cinemachine?

#

do i need a script to handle this?

#

or cinemachine already covered it?

#

im using cinemachinevirtualcamera -> body set to Framing transposer

#

im using the new input system

errant shard
#

Freelook camera has more options designed to work with third person view where you can freely rotate the camera around a character

#

POV is more of a generic input solution

#

I dunno if it works out of the box with the new input system but if it doesn't there's instructions around for making it so

tardy forum
#

Is there a way to confine a 2d top down camera to a specific area that isn't in the same shape as my games display format (widescreen typically)?

#

like a square shape that's 20x20 unity units

royal tartan
#

Yep that's what the Cinemachine 2D confiner does

eternal galleon
earnest heart
#

I have a question

#

I'm using the cinemachine virtual camera, but I want it to kind of work like the freelook

#

What I mean is I want the virtual camera to be able to rotate around the player and then when the player moves, it goes in the direction the camera is facing

jagged ocean
sleek garnet
#

Hello guys!

#

Is there any way to have the cinemachine camera followed the imported motion data?

#

So, I captured an environment with my camera and by using tracker. I got a set of data.

#

I can export it to blender or other 3ds application to do so but in unity?

#

thank you

tardy forum
#

Ran into this weird bug with a virtual 2d camera where it's not displaying something on screen that the main camera does

#

Top pic just shows the chests components like it's sprite renderer, next two show the chest there and not there depending on if it's activated or not. Anyone see why it'd be doing this? I've tried changing layers and various things but I'm stumped at this point

desert hamlet
#

I have a very simple timeline structure to control a cinemachine dolly track and its rotation, but for some reason when I play the timeline dolly track doesn't move(mostly it lags behind) properly. It does move the right amount in the preview / frame tools in the timeline tho.

(A clue: The track position fixes when I remove the cinemachine shot)

#

This is how 5.50 looks on timeline preview.

#

And this is how 5.50 looks when I play the timeline

#

Oh sorry my bad, it was a damping thing :/

split flicker
#

Hey! I am having a really hard time with Cinemachine. I can add a single Vcam no problem and set it up perfectly. The moment I add another Vcam The 1st Vcam transform gets set to the second added Vcam

#

It's infuriating .

royal tartan
warm verge
#

hello i am having a problem, I am using virtual camera as a third person camera, and i am doing a ray cast from the center of the camera when shooting... my problem is hitting the player himself. (in some cases i am avoiding obstacles like walls so the camera looks at the player) any suggestions?

split flicker
#

I'll drop a video now

#

@royal tartan I think I found the issue while recording a quick video. I had a Cinamachine brain in the main camera as well as the 2 cinamachine cameras. I am not sure if that caused the issue, but basically when I add Vcam1 to say position 1,1,1 and I move my scene camera and add another Vcam2 and it's position is 10,155,65, the position of vCam1 also randomly gets set to position is 10,155,65

split flicker
#

Okay, new question: I now have my ADSCamera and my top down camera working really great. The issue is, when I hold right click and I look around and I let go the ADS camera does not reset to origin . Any Idea?

#

I need to First person camera to reset back to default every time the zoom button is let go.

royal tartan
split flicker
#

Ya, I figured that much

atomic bone
#

does anyone know how to fix this?

#

its also causing some strange floating with my player object

#

without my brain attached to the camera, it works fine, but with it, some of the velocity is retained and it keeps moving random directions

errant shard
atomic bone
#

with a normal camera it doesnt have this effect tho

errant shard
#

The reason a normal camera doesn't appear to stutter is that with parenting it moves perfectly in sync with the ship, so only the ground would stutter in relation to the ship

atomic bone
#

can you explain what interpolation is?

#

i see an option for it w/ an option to also extrapolate

#

but idk what they do

errant shard
#

Physical positions of objects are calculated only 50 times per second, and so are their visual positions without any interpolation

atomic bone
#

oh so only once every few frames?

errant shard
#

With high fps, yes

#

Interpolation and extrapolation renders the object at visually correct position every frame it needs to be rendered on, either a little behind or a little ahead of where its physical position is

atomic bone
#

interpolation being behind and extra being ahead?

errant shard
#

Yes

atomic bone
#

thanks!

#

one more question

#

how can i rotate my cinemachine camera to the other side of this mesh?

errant shard
atomic bone
#

its facing towards the front of the mesh, i want to rotate it to the other side

#

so i get the opposite POV

errant shard
#

If the ship is its view target, you should be able to alter the offsets defined in body

atomic bone
#

not just offsets tho, i want the camera's viewpoint to turn

#

doesnt offset just change its position

errant shard
#

If the ship is the view target, it should turn to look at it
If it isn't, you should be able to rotate it like any gameobject?

atomic bone
#

i cant rotate the ship, bc then the force is applied the other way

#

is there a way to just rotate this model to fix all this?

#

i exported it from blender but i get this issue often

#

with weird meshes

errant shard
buoyant light
#

Is cinemachine still a viable camera solution? I run into issues while using the new input system. Since I have the old system disabled, cinemachine usually throws errors

plucky wren
warm verge
#

I cant found cinemachine to install in unity 2018

vivid shale
#

Does anyone know how to make the camera move like this

molten hull
raven monolith
#

Its not even gameplay, the description says its hardcoded.
My guess is its blending between multiple types of vcams with different settings

#

Not a practical gameplay camera at all

warm verge
#

people

#

am I the only one having problems with timeline when trying to use cinemachine

#

i am unable to add cinmachine cameras of any kind ... into the cinemachine timeline

warm verge
#

I think im having a similar problem

#

I have 2 cameras. and one is a mini cam, and the other is the main cam

#

the main cam has a virtual camera it follows

#

I want the 2nd cam to also follow a virtual cam, but a different cam

errant shard
warm verge
errant shard
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That's exactly what the docs instruct

warm verge
eternal galleon
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Can anybody recommend a current tutorial on setting up URP postprocessing with Cinemachine?

soft pivot
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The two (pp and cinemachine) aren't really that tied together

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What do you need?

#

You apply pp in the same way as you would if you were using a standard camera

eternal galleon
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Hi @soft pivot - I'm using the Cinemachine Volume Settings script - I thought this would override the post processing while this particular VCam was highest priority.

eternal galleon
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Actually, I've got it working, all good, thanks! =D

warm verge
verbal lark
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eh theres no offtopic here, but yeah ill DM u

languid pewter
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is there a cinemachine 2d

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cuz i imported a cinemachine into my project and i cant do anything with it

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never mind

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it was in gameobject instead of component

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uhh

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i have another issue

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where is cinemachine confiner 2d

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i cant find it and i think its a component

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nevermind guys

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its an extension

misty ivy
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Hi ! I'm trying to blend between a virtual cam and a free look cam with a cylindrical transition. When I set the transition to cylindrical position, the camera tilts during the blend. What are the settings to avoid this ? I would like to have like a Steadicam.
Thanks
(Version 2.6.15)

shy oxide
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One message removed from a suspended account.

cyan gull
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is there an example of Cinemachine camera raycast to player to see if they are 'in view'. I want to use a outline / shader to show a player when you can't see him but am having a hard time getting the VMCam / whatever current cam raycast to target. Is this something thats builtin? or are there any examples / demos of the concept. it sounds like a common use case so wasn't sure if there was a headstart. Currently i am raycasting behind my char (which worked fine for a top down 3D cam with no camera orientation change) but i'd rather just raycast directly from my VM cam to the player or vice versa and do my outline if the raycast obscured

royal tartan
cyan gull
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well like i swap around to state machine / various views / etc. and i have a bunch of VMCams, and i want to raycast from the camera to a player. figured it was

royal tartan
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YOu can just do the raycast from your "main" camera

cyan gull
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ok

royal tartan
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the actual Camera with the Camera component/brain on it

cyan gull
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so main camera wioll update etc etc

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ok ill give it a go

cyan gull
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ok I did get it working.. but the raycast distance, i did Mathf.Infinity and it doesn't work. but i do 30f and it does, float rayDistance is Mathf.Infinity not a float. maybe thats why?

pulsar saffron
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How can I keep the Follow of Cinemachine to my player after i switch scenes and only the player doesnt get destroyed because the cm looses reference to the player

slender walrus
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Does it have built in view bobbing?

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Might switch from regualr cam coded view bob if it does

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and anyother useful features for... Say: an fps?

royal tartan
pulsar saffron