#How would I do it? I'm using cinemachine
1 messages ยท Page 1 of 1 (latest)
When you have the time just @ me in a new thread I don't have a dev log yet.
oh i was mixing you up with Mzieko guy
@lone jackal
i'll post here
heres my setup for starters..
CameraRoot and CameraControls are the basic camera movement (yaw/pitch stuff) then the MovementFX is a child container w/ the actual camera it does the Roll (left and right tilt)
Interesting so each one has a different script and does something?
(1) is a camera controller
(1) is a camera shaker
(1) is a camera breather (up and down motion)
then lastly is the camera fx
๐ฏ
just abunch of nested animations/lerps
all basically working in their own local spaces
probably not the cleanest way of doing it.. but for me it helps me keep the systems seperate but still working together
]Carwash: IF the tilt field on that component does what you want.. then I was implying you would change it via code. Just one possible way to do it, see what spawn shows
[10:34 AM]SPฮWNCฮMP โ : ^ facts ur cinemachine camera doesn't have to be anything more than just a camera.. you can still utilize some of the features it has but nothings stopping u from animating and controlling gameobjects wrapped around it
[10:34 AM]SPฮWNCฮMP โ : i keep mine as the lowest level object.. and just manipulate all its parents as needed
[10:35 AM]SPฮWNCฮMP โ : then FOV, interpolation, all the stuff done by the cinemachine i just reference it itself
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace kosmiq_menus
{
public class MovementEffects : MonoBehaviour
{
[Header("MOVEMENT FX")]
// [SerializeField] PlayerController Player;
public Rigidbody newPlayer;
public VCC.VigilanteController wk;
[SerializeField, Range(0.05f, 2)] float RotationAmount = 0.2f;
[SerializeField, Range(1f, 20)] float RotationSmooth = 6f;
[Header("Movement")]
[SerializeField] bool verticalRotations = true;
[SerializeField, Range(0.1f, 2)] float MovementAmount = 0.5f;
Quaternion InstallRotation;
Vector3 MovementVector;
private void Start()
{
InstallRotation = transform.localRotation;
}
private void Update()
{
var verticalAmt = Input.GetAxis("Vertical") * wk.movementSpeed;
var horizontalAmt = Input.GetAxis("Horizontal") * wk.movementSpeed;
float movementX = (verticalAmt * RotationAmount);
float movementZ = (-horizontalAmt * RotationAmount);
MovementVector = new Vector3(verticalRotations ? movementX + newPlayer.linearVelocity.y * MovementAmount : movementX, 0, movementZ);
transform.localRotation = Quaternion.Lerp(transform.localRotation, Quaternion.Euler(MovementVector + InstallRotation.eulerAngles), Time.deltaTime * RotationSmooth);
}
}
}``` got it
so i use input as i originally thought..
and then i have reference to my CC.. where i use the movementSpeed as a multiplier...
if ur walkin it tilts X far..
if ur running it tilts X+ far
localRotations
Sorry im a bit confused how is this going to help me though? My issue was that when I press either Q or E to lean its not relative to my camera like when I lean and look in a different direction it comes out weird.
Look how when I lean and turn around its not the same
if u rotate locally.. think about the container ur rotating.. its parented to the controller.. soo if ur controller rotates left and right that container does too
Ahh I kinda get what you mean.
ya, see my "MovementFX" is what rotates to tilt.. that means its immediate parent.. needs to not do any weird tilts or anything... it only rotates w/ my player.. soo in local space u should see gizmo always facing the same direction the player...
if thats the case i can just rotate it (twist it) on the Blue axis.. this should always line up with the way we're looking
- Camera controller
- MovementFX
- Camera
- MovementFX
So the camera holder rotates with the player while the MovementFX handles the tilting?
nope..
my camera script rotates the CameraHolder up and down but it rotates the "Player" left and right...
the CameraHolder just faces the correct direction b/c its parented to the Player that we're rotating
and since thats the case i can rotate the child of it (my MovementFX) locally anyway i wish and it just works
- Player <-- camera script rotates left and right
- CameraController <- camera script rotates up and down
- MovementFX <- strafing left and right causes tilt
- Camera <- nothing
- MovementFX <- strafing left and right causes tilt
- CameraController <- camera script rotates up and down
^ heres my setup and how they are communicating. (i left out the unnecessary objects)
i'd say start with an empty container w/ a cube in it or something... write ur code that tilts the cube
now rotate the empty container all different directions and re-test.. once thats working
it should work no matter where u add it.. so now u could tuck it into the camera hierarchy where you need
then ud just replace cube with camera.. and it should do the same thing ๐
Alright so here's my setup so using your ideology the LeaningFX is going to rotate with my player and the child is going to do to leaning/tilting. Is that correct?
Ok now I know what your getting at your explanation is great thanks I will do that now โค
the leaningFX is gonna follow along w/ the camera rotation (ur mouse controls)... if thats all working correctly then ur camera should always be facing the way ur players facing..
and if thats true then yes... ur leaning would rotate the objects below
if u Rotate LeaningFX it shouldn't affect the CM in any negative way
b/c its transform should stay at 0,0,0 across the board
i think ur over-thinking it b/c now im over-thinking it ๐
#1359536794911375652 message if u do it this way i think you'll run into less issues
b/c if u can manually grab the object and give it a manual rotation and then test... if the cube still tilts left and right relative to the facing direction it should work in the player hiearchy as well
like this
(no matter how u face it it should only be changing (1) property locally
Z in this example ^
I see Thanks for the help! I will try this out and let you know! Once again Thanks! โค๏ธ
Made the cube tilt. is there anything that I did wrong before I carry on?
https://paste.ofcode.org/3ML5RPdigCdsDA8FdwB9nC
well, theres only two things to look for
- can you rotate its outter container in any direction
- does the rotation of the cube (which would be ur camera in the end) keep its 0,0,0 local rotations?
I think I did it.
and finally does the Tilt only affect 1 of the axis..
0,0,1 -> 0,0,1.2 -> 0,0,1.4 -> etc
thats all the building pieces worked out
hoorah!!! ๐ซก
THANKS FOR THE HELP!!!
no prob mate! its just good to see u still working things out ๐
just stick to it ๐ ur making hella progress
๐ Note: having the cube to be an example graphic helps alot ๐
i do it all the time.. its just easier to visualize stuff from a single glance.. w/o having to look for gizmo's and check inspectors
local rotations are useful for all sorts of things...
i just got this system working
i chose an axis and it rotates locally.. no matter its parent's rotation..
so i can re-use the same script for doors, switches, levers, or anything
it just changes 1 euler angle.. x,y, or z
figuring out local vs world space is soooo important in game-dev
then after that its figuring out world vs screen space
also another tip: exaggerate values when testing..
if something barely moves.. i barely notice.. lol
when testing i want to see things rotate.. so i use exaggerated values at first
then tune it down afterwards
lol.. thats no good
probably need to use some clamps to keep it from doing that
that appears to be gimbal lock
it can exhibit gimbal lock issues or unwanted over-rotation behavior, especially if:
- The movement values exceed what would be considered a "natural" range of tilt.
- The input fluctuates sharply or rotates multiple axes close to 90ยฐ.
- You don't constrain pitch/yaw limits, so you can overshoot and cause instability.
thats a new issue and if u cant get it worked out i'd ask in code..
now that u have a system set up and working mostly should be able to receive some additional help from another set of eyes
Ok thanks for the help!!
Would I clamp the leaningFX?
The cinemachine camera is locked at 70 & -70 on the X axis
u'd clamp the thing ur rotating w/ that code yea
i think.. first find out what it is thats rotating all weird.. is it the code u jsut wrote? its w/e gameobject is wiggin out that needs attention lol
I think its the Cube holder when I unparent it from the inspector it stops spinning but the leaning works but doesn't follow where I am looking
well its b/c its attached that it follows where ur looking
so it makes sense that it wouldn't work w/ it unparented..
can u share the script u ended up with?
i might can glance over it in a bit to see if anything pops out to me
I asked on reddit and someone replied with this.
aye.. same thoughts as me
Yh I think I'm just not going to add leaning or do it some other time. I did what he said and it didn't really work. thanks for the help tho!
@hoary crater I've decided to restarting on making my fps controller. They way I set everything up before was messy/confusing. I just wanted to ask how would you set up your fps controller/ hierarchy wise as well. Cause I have seen your setup and looks quite clean.
I'll show you when i get back from diner
Thanks ๐
can u tell me what features ur wanting on ur character so i dont have to show everything i got.. unless u just want to see everthing i got to compare
might be tomorrow
You want me to name all the features I want?
well just what ur going for in a character
mines pretty complex and im sure u dont need all the stuff i have.. so just hte basics?
and the camera setups?
@hoary crater As for camera setup's this is what I have idk if this is a "Good way" to set it up. The feature's that I currently want are smooth crouching, vaulting over objects (Like in outlast) and climbing up objects (Also like in outlast). Those are the main goals right now. Of course the camera leaning/tilting as well which I gave up on before lol.
No eyes is just a cube it has nothing to do with anything. Lol
The camera/CineMachine camera are in CamHolder
The CMTarget is the tracking target for cinemachine camera
either or.. if i use a cinemachine cam i have my real camera just in the root hierarchy..
the one i showed u was a regular cam..
If you have the main camera in the player will that not mess anything up?
cinemachine version ๐
no? i guess not
all im doing is rotating the child gameobject..
camera follows player b/c its in its hierarchy
cinemachine cam means ur maincam can be anywhere.. u can see the dif in the two hiearchys
where did you put your cm target? Should I just leave it in the player with no other parents?
also in that camera breather script does it include > breathe Idle,walk etc.
I think im set.
I don't get how I would do something like head bobbing or tilting. The cinemachine tracking target is (CM_TT) would I reference the tracking target & make it move for bobbin/ leaning etc?
i dont use one of those
nope it only moves it up and down..
the headbob is implemented yet
i was gonna do the headbob -> cam tilt into the same gmaeobject or try to
or maybe in 2 gameobjects
i have no clue what the tracking target is...
i just use the cinecam/virtual cam w/e u call it being a child of the character controller to have it move around
i do have one i call Pro.. that does have headbob and tilting all built in but its hiearchy is enormous lol
i couldnt share it b.c it once was a paid asset.. but since then they've made it free..
https://discussions.unity.com/t/released-character-movement-fundamentals-a-rigidbody-based-character-controller/749112
its made from this one
and the result of that hiearchy looks like this
thats ones also using cinemachine ^ w/o a tracking thingy
Damn, That looks good.
thanks.. thats my "production quality" project
lots of secret sauce in that one ๐
cam shake
thats cinemachine shake i believe..
i could be wrong.. its been a minute since i worked in this one
Do you even need a CM target tracking? do you think I should use it?
i dont know anything about it lol
sounds like something ud use for a thirdperson
or a scroller, shooter on rails kinda setup
Alrighty I better empty that out then.lol
i smooth my camera manually..
the vcam is only there for if i wanna do transitions and stuff
it was mainly b/c i spent all the time building out the smoothing, rotation, bobbing and all that stuff before i saw people starting to get bombarded by "use cinemachine!" so.. i figure'd i would but keep all my coding lol.. so i just stuck a cinemachine at the lowest level of the hiaerchy and called it a day
its still nice b/c if i use it for any feature i can just go up the hiearchy and disable the scripts that were already doing it
and could even delete that sub-gameobject and bring everything up a level
but everyone builds a bit differently.. no u know how i put things together mainly.. with all the screenshots and videos im not gonna show u all my scripts tho.. ๐ ill def help along the way
Thanks for the help 
@hoary crater I have searched every where and I can't really find a solution for this. Is there a way to avoid rigidbody controllers from getting stuck on walls while still allowing friction? The reason why my player was easily slipping off the edges cause I had my physics material to 0 which stops the player from sticking to walls which I want but what I also want is friction and stop my player from "Slippery movement". Any ideas how I could fix this?
Is the character controller good? with the rigidbody you have is kinematic setting does the character controller have something similar?
i like it
using ur own gravity is easy
u dont need a iskinematic setting.. u can teleport a CC by disabling its gameobject or its CC component and reenabling it
Can you interact with other objects? like move them around.
and do you need a physics material with the cc?
ull run into issues u need to solve either direction u go
no it doesnt use a physics material.. b/c it only moves b/c of code
not the environment
Honestly I'm considering changing from the rigidbody to cc lol. using the rigidbody is annoying most of the times. gives me a headache
CC does stairs well.. it needs a bit of help down slopes..
it tries to bunny hop.. u gotta add a bit of gravity to help hold him down
Ik with the rigidbody when your adding feature's like vaulting or climbing you would just change the rigidbody to is kinematic. How would that work with the character controller?
u'd freeze its X Y position and then just give it a new vector velocity to git it up over the ledge
for the Z
Hmm, thanks for the info I'll just watch a couple of vids for more detailed info about it. Thanks ๐
Help to support the channel if you are feeling super kind: https://www.patreon.com/dapperdino
Join our Discord: https://discord.gg/sn9xXK4
If you liked the video then please respond with a like and a subscribe to show your support for the...
i used this to figure out my wallclimbing stuff
Thanks ๐
@hoary crater Ayyy got the movement down just wanted to know if I am doing it correctly. https://paste.ofcode.org/67RsCgnp6nfYF3ZQph6mK6
looks good so far
Thanks I have this issue where I can't seem to get the player to be grounded it just floats mid air.
you'll need to move the colldier down a bit.. the character controller has a skin that keeps it a bit above the ground..
i use raycast that extend about .2 or .02 outside the capsule colldier
green is grounded red is not.. i think i just use the character controllers built in .isGrounded variable and then double check w/ the raycast
Will it be a "problem" if I completely lower the skin width?
idk
i tend to not care.. if i put a model or something over it later i can just offset it
the player will never know they're a few inches off the ground will they?
just lower ur capsule hieght the same as the skin and it'll be compensated
ur cam will be just as high as it would be w/ the skin width turned down
Thanks for the help!
no worries...
CC and controllers in general kinda suck to figure out on ur own
i got a car controller too thats pretty epic ๐
its also using a cinemachine cam
i can toggle into the car view but i forgot how tbh ๐คฃ
How do you handle stairs? Do I have to make my ground check radius bigger?
Cause my ground check bool goes from true to false really fast
okay thats where the fun part starts.. ur velocity needs to a bit stronger when on stairs
so anytime ur airbourn really.. its tied into the gravity..
if ur grounded gravity is a constant... if ur not ur giving it a little extra to push it down..
(you do this for slopes too)
and when u jump or anything like that u have to manually cancel out those extra forces
so they dont hold u down while u try to jump..
so its basically just cancelling out all ur velocity b4..
cc.velocity = new vector3(0,0,0);; like da
ur ground chekc will still kinda flicker unless its longer
or u have more of them.
im not sure how this wizardry works.. but it detects the edge exactly to stay grounded
collision maybe?
Sheesh, thats some pretty neat ground checking XD
is that just ray casting?
yup
it looks like when any of them get triggered (or becomes grounded) the ones around it make sure
heres his asset if u wanna check it out
its a rigidbody but i still take/learn a great deal from it
Is ray cast good? I have been using sphere cast
Why is there more of them when you move around?
not really sure tbh
i think its the other raycasts that form the ring.. that are raycasting to that same spot
to see if it hits anything in the process.. that would be the new ledge it detects
if that makes sense
DId you make it? or is it from that fps asset from github you sent?
no its from that asset i shared
i had to pay for it from the store.. last year
and then he decided to stop supporting it and now its free
so now im sharing alot more of it than i would have
i can look in the code and see if ic ant figure out what the raycasts are doing
or u can check ๐
its a bit more complex than beginner level i think
when i first got it it took me a while to figure out how the components were working together...
but if u just wanted to get a look at the code and see how somethings done thats a bit different.. u should be able to adapt it pretty easily
I don't really get how I would make the velocity stronger on stairs. would I force the player down by the character controllerโs โstep heightโ? I did some searching and some one said that's how they would combat the stairs problem.
ud just subtract a float on the Y property of the vector ur using for the movement
i dont do step heights i just use a gravity variable that i tweek as i need
private void ApplyGravity()
{
if (characterController.isGrounded && gravitySim < playerSettings.gravity)
gravitySim = playerSettings.gravity;
gravitySim += playerSettings.gravity * Time.deltaTime;
}```
if im grounded the gravity becomes a constant practically gravitySim += playerSettings.gravity * Time.deltaTime; im always adding and adding to it.. unless im grounded cs if (characterController.isGrounded && gravitySim < playerSettings.gravity) gravitySim = playerSettings.gravity; and if i am grounded i check if the gravity is greater than where i want it locked and it if is i set it back to that value i want it to stay at...
that way if im falling (not grounded) gravity is +=
if im grounded its basically =
finalVector =
(groundVector * finalSpeed) +
(airVector * playerSettings.airSpeed) +
(Vector3.up * gravitySim);``` this is the vector i pass into the move function it has that `gravitySim`
This seems like a headache lol. Thanks for the help I'll go and get on with it. ๐ @hoary crater
Source Code Available on GitHub: https://git.io/fAVCV
This tutorial focuses on providing a simple solution to rectify problems with bouncing/jittering that you may have when your FPS player walks down slopes.
i used this to help me figure out slopes
fun fact: u can use slopes for ur ramps and stairs..
as an invisible collider..and the stairs being graphics only
A box collider and put on on top of the stairs?
ive almost got my LAB environment finishd. ill be releasing my CC along with it
no a Triangle collider
w/ the steps as the graphics
then ur only dealing with movement up and down slopes..
can direct ur attention to just that one issue
There is no triangle collider?
u have to make one in blender lol
Ohh lol
or probuilder
Well I did in probuilder
for testing u can just twist a cube on its side
Do you also have an issue where you can't snap objects perfectly on the grid in probuilder?
in the 2022 version if you just held ctrl it would snap on the grid and you could place the cube perfectly on the grid
i dont use probuilder anymore ๐
WHAT! The stuff you have been making is all in blender?
ya lol
Sheesh
I think I'm also going to improve my blender skill as well lol. Your making me a bit jealous with what your making ๐.
I always find it a bit difficult making odd shapes I would only use blender to do simple stuff like separate meshes or make rounded cubes that's about it.
Thanks for that! it was simple to understand ๐ just need to clean my code abit!
I still have my ground check which is a sphere cast do you think I should keep it in or remove it?
https://paste.ofcode.org/haHfsN6KdywGTCbrLcjtBe
can u step off the top and not be crashed into the ground at mach speed
that was 1 issue i had lol cuz i did gravity++
nope XD
Works good for me
awesome
i didnt knw what i was doing when i built mine..
this CC is 4 years in the works
@hoary crater I was wondering if I did the crouching right. I tested it out and it works perfectly.
@hoary crater Just ran into another issue according to Nav if your skin width is too low your going to get stuck more easily I'm going to try to find a good value for this.
Thought I would tell you before hand ๐
thats y i let mine hover ๐
Does it not make your player get stuck though? I tried different values and my player still gets stuck.
on what type of terrain?
like get stuck where? lol ive not notice it being stuck anywhere
You can see in the video clip above when I crouch and go through the hole I get stuck
imma send u my CC package here today
Ohh i havent really worked on my crouching in a while
i never finished it i got sidetracked implementing the raycast that tells if soemthings over ur head
that way u cant stand up inside a tunnel and clip into the terrain
I did the same thing as well.
did u not need to change ur Center position of the collider when u crouch?
Nope
i did ๐ค
Discord is shit I can no longer send you a video clip thats below 10 seconds long. I could do that before not any more ๐ฆ
Thanks for that its pretty cool.
What value do you have your skin width at?
Bro I have the same values as you so why am I getting stuck? I made sure there's nothing in the way
the only difference is reall that center variable i mentioned
whats ur gizmo look like when u crouch?
Wait wtf im not getting stuck anymore lol
It randomly just fixed itself?
lol bruh
Issue now is why do I stutter when going from crouch > standing
^ thats exactly why i changed the center
b/c when u grow the capsule unless uc hange the center to give it room to expand above the ground it clips down into the ground and pops in and nout
private void CrouchCheck()
{
if (Input.GetKey(KeyCode.LeftControl))
{
isCrouching = true;
// Height and Center deltaMaxs need to match
characterController.height = Mathf.MoveTowards(characterController.height, 1f, (7f * Time.deltaTime));
characterController.center = Vector3.MoveTowards(characterController.center, characterSettings.crouchingVector, (7f * Time.deltaTime));
}
else if (!obstacleOverhead)
{
isCrouching = false;
// Height and Center deltaMaxs need to match
characterController.height = Mathf.MoveTowards(characterController.height, 2f, (5f * Time.deltaTime));
characterController.center = Vector3.MoveTowards(characterController.center, characterSettings.standingVector, (5f * Time.deltaTime));
}
}```
Whats characterSettings?
Should I remove that line? Its giving me errors + my setup is different from yours.
well ya. ud use ur own variables and not mine..
all these are just playerSettings.gravity, playerSettings.walkSpeed, playerSettings.jumpForce etc
it just helps me keep things organize
I have loads of variables so would I just replace character settings with those? sorry just a bit confused
instead of characterSettings.walkSpeed u'd just use for example ur walkSpeed variable
i thnk ur thinkin bout it too hard..
my walkSpeed is just a public variable in my characterSettings script..
Are you using scriptable objects?
yessir ๐
thats what this is
i have multiple versions with different settings that i can swap out
to be honest ur testing things alot more than I am..
so i may have some of the same issues
So would I change the CharacterSettings to my crouchSpeed variable since I am crouching? What about crouchingVector?
these are the values i used
urs may differ tho
characterSettings.crouchingVector just = Vector3(0,0.5,0);
or u could just use a float
if u wanted
0.5 or w/e u needed
Would it be like this?
[SerializeField] private Vector3 crouchingVector = new Vector3(0, 0.5f, 0);
[SerializeField] private Vector3 standingVector = new Vector3(0, 0f, 0);
sure
i was thinkin why i used vector3 instead of a float
i really dont know...
maybe its b/c MoveTowards uses vectors?
Should I use a float instead of vectors?
Is this how you do it?
I also have this issue where sometimes the crouch height value wont go down to 1 it will stay around 1.024408 and sometimes goes back to 1
you can always have it clamp itself after it passes a threshold
if its close enough to 1 just make it 1
@hoary crater when you did your leaning feature did you clamp your rotation? I'm nearly there lol, would I clamp it and have it as the same values as cinemachine?
you'll have to figure that out urself i think..
my first thought was that my tilting comes after the cam rotation script...
- my cam controller
- my tilt
- my cam
- my tilt
but i dont think u can do that if ur rotatn the cinemachine cam itself
thats y i dont actually put any code on my camera itself.. (only the FOV) does..
that way i can just manipulate the outter container objects
Alright thanks
im summoned ๐
How's your asset coming along?
meh
im at the very end..
finalization/boring stuff/ kinda stalled
organization, documentation, dummy-proofing
all that jazz ๐ถ
found a decent free industrial font
it really helps tie it all together
not doing sounds i guess..
maybe an update
this thread is insanely long my friend.
at this point i guess u could just DM me
wait how old are u?
20 turning 21 on the 22nd
aight yea u can DM me
lol
i try to be weary of talkin to squeekers
being cautions I see lol.. jk
Yh I have seen many lol just yesterday some guy was arguing with box friend lol
big time wasters
pfft.. boxfriend knows his stuff way more than any squeeker
i assure u that
me and Nav are actually friends btw ๐
Do you like rocket league?
i actually have my own server with most of the smart-heads around here
u might recognize a few
Only recognize 3.
ya alot of em used to be around
and they got fed up with all the AI i guess
theres 40 something offline right no
why do u ask?
Just found it abit funny how you left a review on it saying it was a bad game and here you are playing it here and there lol
9K!
lol.. its a love hate relationship
i hate the players the games addictive.. i guess i hate that too
but i cant stop playing! lol
it was a troll post
b/c of my hours ๐
I prefer the old one
yea.. epic fkd it up
i started playing it in 2019
soo it looks like alot of hours.. but tbh i let it sit idle on the menu screen alot
like .. A Lot
I hardly played it cause it was too addicting ๐ซ getting those cool colourful wheels
my fav was the pure white one
ya, ur still pretty cool if u have a solid white car
i have a white merc..
but mercs be thicc
dang it.. now i want to play
fail.
lol
@hoary crater I did some googling about cinemachine and I found out about the Dutch option in the lens section. I fiddled around with it and this is what I came out with.
tbh I don't know if I did it right but HEY IT WORKS! The Script
Never knew about this setting pretty cool
Works great don't need to make the cam_leaning follow my camera
@hoary crater Quick question. do you think I should continue using cinemachine for first person? I feel like this will cause problems later on idk. Why do you use the normal camera?
the only reason i need cineamchine is for the camera changes/scnene menu transitions and stuff
so i use a cinemachine as my lowest level camera.. BUT i dont modify or change it at all.. the code thats moving the object targets its parent instead..
so i still have cinemachine w/o the rest of caveats of using cinemachine
would you recommend using it for first person? Only reason why I'm using it cause of the stutter when looking around while moving. should I revert back to the normal camera?
if u want.. its really up to you..
theres ways to make the camera smooth w/o cinemachine its just ppl recommend it b/c its the easiest
most likely cuz they dnt wnt to help figure out normal camera code ๐
but with a CC (i think u converted)
theres less room for it to jitter..
b/c the camera code and the movmeent code are now both working in Update()
the biggest part of jitter comes from (fixedUpdate)RB vs Update(cam)
what if your using a character controller will the jitter still be there?