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[IMG] “Ah, Cinemachine, the insufferable creation that graces the digital stage with its presence. While I am loath to admit it, there is a...
Can you send me the project, pre-upgrade?
Are you using Timeline? If so, then one way to do what you ask is to create an empty GameObject and animate its position. Then add a Composer...
Yes that's correct, in CM3 the "Instance" thing is removed, and you now just do static calls on CinemachineCore. Thanks for the heads-up about...
For 3rdperson camera, the paradigm is different: you don't rotate the camera, you rotate the target. This is a good tutorial: [MEDIA]
A good way to do that would be to hook into the CameraActivated event and take that opportunity to update the target.
Your suggestions are interesting, but they are "one-target-centric" and CM is designed to not make any such assumptions. Not being complete for...
ok, it's a little clearer, but the solution I would recommend could vary depending on what you want to do with the cameras. Will they be looking...
Axis recentering does not have this in CM2 (it does in CM3). Why is it a problem?
You can find a list of active vcams in CinemachineCore.VirtualCameraCount and CinemachineCore.GetVirtualCamera(index). There is no repository of...
The problem is that you need something in the Follow target. Although the vcam isn't actually following anything with this usage, it needs the...
It's because you're doing OnTargetObjectWarped(newTeleportPos, delta). The cameras aren't targeting newTeleportPos. You should pass the camera...
Both cameras can have hints. If one of them requests Cylindrical but not the other, Cylindrical wins.
It's because they are using cylindrical blending while looking at different targets. The cylindrical algorithm interpolates the target position...
I don't 100% understand the setup. A picture would help. Probably it's because of your Binding Mode. Why Lock To Target on Assign? Why not...
Yeah, that won't work. Scenes that are dynamically loaded at runtime don't get auto-saved when you exit playmode. What SaveDuingPlay supports is...
In older versions of CM, SaveDuringPlay did not work for dynamically-loaded scenes. Upgrade to the latest (3.0.1) and it should work.
Can you show the inspector for breweryCamera?
The Binding Mode governs the way the X axis value is interpreted. If it's Simple Follow with World Up, then it's in Camera Space (i.e. the angle...
Excellent, that makes it easier. The value of the X axis in this case is just the world-space yaw angle of the camera. So you would need to find...