My virtual camera has no effect on the transform of the main camera whenever i use SceneManager.LoadScene to restart play. I then deleted both cameras and remade them, setting Transposer and Composer and now the main camera "jumps" to origin when i hit play. Why does my virtual camera not override my main camera? What am i missing?
Great Video! Cinemachine is an awesome package but dealing with it can also be a pain in the ass if you're not sure how to achieve a certain effect, ahhh! 🙈 (but I'm eternally greatful you can do all this without coding ^^) Does anyone know how I could achieve the following: The camera is a topdown arena cam and should follow the player and have boundaries (already managed to do that! With a follow target on the player and a cam confiner) But for the boss level, the cam should still be centered on the player, but also framing the boss enemy, in the way that the camera distance gets bigger when the boss would leave the cam. Anyone has any idea? (:
Can you please share your camera setting in your example (wip). Particularly I am interesting in how camera slighly rotates around player, while you moving
Sure! It's really close to what I used here. I have "hard look at" and a transposer with some damping. Here's a screenshot of the exact configuration I have right now. ibb.co/WDWcDm3 I'm thinking I may make it be a Composer instead of Hard Look at, but I haven't fully decided how I want it to be 😅
hey liam great video. can you tell me why is my object jittering when using cinemachine to follow rigidbody? rigidbody interpolation is turned on . i tried changing settings on cinemachine to fixedupdate and tried different combinations but it was still lagging(more on some cases). im moving object with rb.velocity. also i tried creating empty game object and lerping it towards player and assigned cinemachine follow to that object still same. my script looks something like this. rb.velocity(dir.x * speed, rb.velocity.y, dir.z * speed); is it possible that player is jittering because of this code? thanks
Do you have a simple project I can check out to see what you mean? A couple immediate ideas are to play with the look ahead time, look ahead smoothing, and possibly the dead zone to smooth it out.
Hello, do you perhaps have any info (perhaps you have done some research for your own purposes) on how to make a good ARPG camera setup for games like Diablo: Immortal and or Warhammer 40k Martyr (action based, click to move, camera follow ARPG)?
Hey Bruno! I would imagine that most ARPG camera setups use something like these Composer and Transposers to follow the player. A good starting point may be Transposer with World Space binding mode and some offsets to get the angle you want. Then play with the Composer values to get the feel you're looking for. For things like Camera Shake, you can use the Cinemachine Impulse Source to trigger those. I am using basically the setup I just described in the (still in-development) Llama Survival 2.0 release to get a really nice feel.
Best video about Unity Cameras
Great for top down camera!!
Great! I never worked with CineMachine (and Timeline) properly yet, this gives some good insights on the former
As always on top.
Plz do more about job system and physics ❤️❤️❤️
Any specific areas you’re looking to be covered in physics / job system space?
@@LlamAcademy job system rigidbody movement plz ❤️
🤔 I'll see what I can do
My virtual camera has no effect on the transform of the main camera whenever i use SceneManager.LoadScene to restart play. I then deleted both cameras and remade them, setting Transposer and Composer and now the main camera "jumps" to origin when i hit play. Why does my virtual camera not override my main camera? What am i missing?
Great Video! Cinemachine is an awesome package but dealing with it can also be a pain in the ass if you're not sure how to achieve a certain effect, ahhh! 🙈
(but I'm eternally greatful you can do all this without coding ^^)
Does anyone know how I could achieve the following:
The camera is a topdown arena cam and should follow the player and have boundaries (already managed to do that! With a follow target on the player and a cam confiner)
But for the boss level, the cam should still be centered on the player, but also framing the boss enemy, in the way that the camera distance gets bigger when the boss would leave the cam.
Anyone has any idea? (:
Thank you! It really helped simplify things for me :)
Can you please share your camera setting in your example (wip). Particularly I am interesting in how camera slighly rotates around player, while you moving
Sure! It's really close to what I used here. I have "hard look at" and a transposer with some damping. Here's a screenshot of the exact configuration I have right now. ibb.co/WDWcDm3
I'm thinking I may make it be a Composer instead of Hard Look at, but I haven't fully decided how I want it to be 😅
hey liam great video. can you tell me why is my object jittering when using cinemachine to follow rigidbody? rigidbody interpolation is turned on . i tried changing settings on cinemachine to fixedupdate and tried different combinations but it was still lagging(more on some cases). im moving object with rb.velocity. also i tried creating empty game object and lerping it towards player and assigned cinemachine follow to that object still same. my script looks something like this. rb.velocity(dir.x * speed, rb.velocity.y, dir.z * speed); is it possible that player is jittering because of this code? thanks
Do you have a simple project I can check out to see what you mean? A couple immediate ideas are to play with the look ahead time, look ahead smoothing, and possibly the dead zone to smooth it out.
@@LlamAcademy no sadly i dont have project files anymore. It was game jam game made for wowie game jam hosted by jonas tyroler
@@LlamAcademy thanks for answering me. You got great channel
Hello, do you perhaps have any info (perhaps you have done some research for your own purposes) on how to make a good ARPG camera setup for games like Diablo: Immortal and or Warhammer 40k Martyr (action based, click to move, camera follow ARPG)?
Hey Bruno!
I would imagine that most ARPG camera setups use something like these Composer and Transposers to follow the player. A good starting point may be Transposer with World Space binding mode and some offsets to get the angle you want. Then play with the Composer values to get the feel you're looking for.
For things like Camera Shake, you can use the Cinemachine Impulse Source to trigger those.
I am using basically the setup I just described in the (still in-development) Llama Survival 2.0 release to get a really nice feel.
Kinda unrelated question but what tool did you use to make the level ? Is it Probuilder ?
Yup! I used ProBuilder
i find it overshoot for most projects. so i never actually used it
I thought it was too much, but after implementing it I found it to be really useful to make the camera movement feel better