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Cinemachine Idle Mode Cameras (Gifs)

Discussion in 'Cinemachine' started by ProtonOne, May 5, 2017.

  1. ProtonOne

    ProtonOne

    Joined:
    Mar 8, 2008
    Posts:
    406
    Our FPS game has an idle mode where your pet fights for you. Last week I remembered seeing the Unite 2015 talk and was excited to see Cinemachine was acquired by Unity.

    I first tried out 1.1 from the Asset Store and was really impressed. Then found 1.5 on the forums here and was blown away by the direction it went!

    I added collision, setup a few different camera clouds and let it do its thing. Here's a few gifs:

    https://gfycat.com/DismalSelfreliantAlligator
    https://gfycat.com/ExcitableMildDuiker
    https://gfycat.com/VacantFancyBunny

    The cloud automatically does that Battlestar Galactica style zoom depending on the distance of the drone (a little too fast in the gif)

    The only real issue I ran into is that Cinemachine is not framerate independent. My dev computer runs as 165 fps gsync, but I know a lot of people will be stuck at 60 fps. The higher the framerate, the faster everything moves. Easiest seen by turning vsync on/off. (Damping & noise are problems, transitions are fine I think)

    I'm really looking forward to Cinemachine 2.0 & the new Post Processing Stack (we're still on Unity 5.5). I love that it saves changes in play mode too!
     
  2. Adam_Myhill

    Adam_Myhill

    Joined:
    Dec 22, 2016
    Posts:
    342
    Very cool looking game @Doug-Wolanick ! Thanks for the nice feedback.

    Variable framerate - and variable update methods for animating - fixed or late update - are troublesome things. in CM v2.0 we check to see how you animated your object and switch CM's blending method to best adapt to how the target was animated, per camera.

    Those changes might help, as for the super high framerate issues you mention, we'll look into it.