How to Blend/Switch Between Cinemachine Cameras - Unity Tutorial

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  • Опубліковано 30 лип 2024
  • How to switch or blend between cameras! This is easily applicable to other use cases where you have certain events that trigger the camera switch; you'd just switch the animator state through code when an event happens or switch the priority of the cameras through code depending on the camera you want to switch to.
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    0:00 Intro
    1:14 Blend Settings
    3:05 State Driven Camera
    6:14 Switch with Animator Script
    9:45 Switch with Priority
    12:38 Outro
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КОМЕНТАРІ • 178

  • @ChocolateSaiyan
    @ChocolateSaiyan 3 роки тому +47

    You have clear sound quality, you explained in a way that is easily understood, your keyboard is so pleasantly clicky AND you showed me the info I have been failing to find. You're like a youtube unity tutorial unicorn. I'm in, instantly subscribed!
    EDIT
    AND YOU HAVE TIMESTAMPS?! Bro, I'm not worthy!

    • @samyam
      @samyam  3 роки тому +5

      😂 Glad you liked the video!!

  • @chris.davidoff
    @chris.davidoff 3 роки тому +9

    I'm so stoked I found this channel!! I can't wait to see more

  • @018FLP
    @018FLP 2 роки тому

    Again Samyam saving my life with surgical precision tutorials about every single detail i get stuck. Thank you so much

  • @Cityrotta
    @Cityrotta 3 роки тому +3

    Thanks for the high quality video! This actually teaches the basics you need to know to work with camera switching using the CM. You also saved my butt.

  • @orlandoalmario
    @orlandoalmario 3 роки тому +17

    Just found your channel, this is almost brackeys quality right here. Keep it going!

    • @samyam
      @samyam  3 роки тому +1

      Thank you! 😁

  • @KillerGameDev
    @KillerGameDev 3 роки тому

    Life-saver! I was doing this through like...camera follow speeds and junk. I knew there had to be a better way. Thanks!

  • @tauheedgamedev2388
    @tauheedgamedev2388 3 роки тому +2

    Wow I really needed this, I actually made a top down game with the same assets as this video but couldn't figure out zooming the camera in and out smoothly. Also I think your characters a little drunk, the second camera at the start is very trippy.

  • @MuffinManProductions3D
    @MuffinManProductions3D Рік тому

    Thank you so much! This was really helpful, and since I already had an animation controller for my camera with an event, all I had to do was basically plug and play to get it working!

  • @dayu4428
    @dayu4428 3 роки тому +2

    Thank you for doing the work that Unity documentation lacks : clarity :'( !!
    You're the best !

  • @Cenk_1903
    @Cenk_1903 3 роки тому +1

    your keyboard hit sound is so satisfying! love the video thanks!

  • @mrcube1917
    @mrcube1917 3 роки тому

    Your voice is the best voice I have ever heard in any tutorial video.Great work and tutorials

    • @samyam
      @samyam  3 роки тому

      Thanks! 😄

  • @steffengoroncy
    @steffengoroncy 3 роки тому +1

    Thanks for the superb tutorial. Helped me a lot setting up a smoother camera system. :)
    Keep going!

    • @samyam
      @samyam  3 роки тому +1

      Great! Thanks 😄

  • @ryanisthewind
    @ryanisthewind 3 роки тому

    Wow! a great tutorial. and it made me sure that this tool is so complete!

  • @Seraian1
    @Seraian1 3 роки тому

    Exactly what I was looking for, I almost coded this myself! thanks.

  • @djdavidj
    @djdavidj 2 роки тому

    Thank you. I wanted to find a quick way to switch between cameras and this worked. Thank you.

  • @anshulsingh8326
    @anshulsingh8326 3 роки тому +1

    Subscribed because it's the only video I needed. Noice video🔥.
    Also you were describing everything nicely and briefly thanks.

    • @samyam
      @samyam  3 роки тому

      Thank you!

  • @eviltom8783
    @eviltom8783 2 роки тому +1

    Exactly what I was looking for. Thank you!

  • @johnmanardiii3308
    @johnmanardiii3308 2 роки тому

    Omg every time I want to learn something and I realize its samyam I am so relieved.

  • @sylwestermoniuszko-szymans1488
    @sylwestermoniuszko-szymans1488 3 роки тому

    Very nice tutorial, easy to follow, thank you.

  • @jessemauritz1
    @jessemauritz1 3 роки тому

    You always post a video on what i need when i need it haha

  • @Broudy001
    @Broudy001 3 роки тому +1

    I had no idea I could do this with Cinemachine, thank you so much for the tutorial

    • @samyam
      @samyam  3 роки тому

      Yeah it’s pretty neat!

  • @monkeysaturday1
    @monkeysaturday1 3 роки тому

    This was so, so helpful. Thank you!

  • @ArribaElMole
    @ArribaElMole Рік тому

    Thank you!! This was very helpful to asign priority to my 5 Virtual Cameras (Re Clasic Cameras style)

  • @TheNando5005
    @TheNando5005 2 роки тому

    Perfect video, perfect explanation, really thanks!

  • @acikgozemre
    @acikgozemre 3 роки тому

    Thanks for this excellent tutorial!

  • @travisalstrand4237
    @travisalstrand4237 2 роки тому

    Priority... SAVED ME! Thanks again samyam!

  • @CCV334
    @CCV334 2 роки тому

    Great tutorial, very clear. Thanks so much!

    • @samyam
      @samyam  2 роки тому

      Awesome! Thanks 😄

  • @krithsplayz6955
    @krithsplayz6955 3 роки тому +1

    This is exactly what i needed after doing you fps camera

  • @Calcifer1996
    @Calcifer1996 Рік тому

    Fantastic! Thank you, concept helped a lot! :D

  • @satoshisaito842
    @satoshisaito842 3 роки тому

    This is amazing , thank you !

  • @UberMassiveGaming
    @UberMassiveGaming 3 роки тому +4

    I prefer the priority switching if I have a ton of cameras, and only need to remember what camera I'm on, and what camera I'm switching to. It gets pretty messy, but doesn't require making a state for each and every camera (Especially if I'm creating new cameras and deleting them). Knowing about the animator functionality is really useful though, I can see it being used in conjunction with an character's actual animators, like for a special attack sequence.

    • @samyam
      @samyam  3 роки тому +1

      Yeah! The animator way is more meant for occasions regarding player animations and such. But you can use the one you prefer 👍

  • @ChrisPalmieri01
    @ChrisPalmieri01 2 роки тому

    thank you for putting this together!

  • @user-ym2ik6gh8z
    @user-ym2ik6gh8z 3 роки тому

    That was very helpful! Thanks!

  • @adrim.m.7149
    @adrim.m.7149 Рік тому

    I really like your video and how you explain everything
    Thanks for all :D

  • @kisislenain
    @kisislenain 2 роки тому

    Great tutorial ! Thanks !

  • @DragstonDev
    @DragstonDev 3 роки тому +6

    Aw man, Cinemachine cameras have been covered in-depth on this channel, I think I want to change my current camera system haha

    • @samyam
      @samyam  3 роки тому +2

      It's really easy to set up!

    • @DragstonDev
      @DragstonDev 3 роки тому

      @@samyam Sounds awesome, I guess I'll give it a go, thanks!

  • @jcameron447
    @jcameron447 Рік тому

    This was great! Thank you!

  • @stbanPL
    @stbanPL 3 роки тому

    Loved your code. Amazing channel!

    • @samyam
      @samyam  3 роки тому

      Thank you!

  • @heybishop
    @heybishop 2 роки тому

    Thank you again for your help!

  • @alyanamacedo
    @alyanamacedo Рік тому

    You are amazing explaining 😍

  • @JayadevHaddadi
    @JayadevHaddadi Рік тому

    u're the best sam!! ♥

  • @PivotStickF
    @PivotStickF 2 роки тому

    Fantastic tutorial! Thanks so much :D

    • @samyam
      @samyam  2 роки тому +1

      Thank you!

  • @willygamedev8144
    @willygamedev8144 2 роки тому

    Very helpful thanks.

  • @AnthonyRosenbaum
    @AnthonyRosenbaum 2 роки тому

    Super useful!!!

  • @wolflexx
    @wolflexx 5 місяців тому

    Great video, thank you

  • @1234Mathews
    @1234Mathews 3 роки тому

    thank you so much for this video

  • @venera224
    @venera224 2 роки тому

    wow this is so good

  • @MaskedImposter
    @MaskedImposter 2 роки тому

    Nice tutorial! Well made.

  • @Yusuf_AGAC
    @Yusuf_AGAC 3 роки тому

    very nice tutorial

  • @infinixs4600
    @infinixs4600 3 роки тому

    I am just following her since 1k subs Now it's 8k hope one you will get enough as BRACKEYS.
    Thanks for all .
    You are True supporter of Game Developers

    • @samyam
      @samyam  3 роки тому

      Thank you so much! :D

  • @FabioBeifuss
    @FabioBeifuss 3 роки тому

    great video!

  • @etienneb.6956
    @etienneb.6956 3 роки тому

    you saved my life

  • @FunicularMusic
    @FunicularMusic Рік тому

    Great tutorial!

  • @n8dev
    @n8dev 3 роки тому

    how am I just finding you? Really great video :)

  • @mantavisions2362
    @mantavisions2362 2 роки тому

    thank you!

  • @vitorgogo
    @vitorgogo Рік тому

    Thank you so muuuch!!!

  • @lambertgames8335
    @lambertgames8335 3 роки тому

    thank you, very pog

  • @nodeki8514
    @nodeki8514 Рік тому

    good shot!, this helped me a lot, i made a more simple and scalable system, but the info an explanations are worth thousands!

  • @mathew3267
    @mathew3267 2 роки тому

    I like the Hard In again and again.

    • @samyam
      @samyam  2 роки тому

      Interesting

  • @nemanjasekulic711
    @nemanjasekulic711 2 роки тому

    you are great teacher !! !! !!

    • @samyam
      @samyam  2 роки тому

      Thank you!

  • @loam_media
    @loam_media 3 роки тому

    awesome thanks a lot

  • @andhikadimas6345
    @andhikadimas6345 2 роки тому

    Thank you

  • @wicgamesdev
    @wicgamesdev Рік тому

    Thank U :3!!

  • @ZackDaly
    @ZackDaly 3 роки тому

    Great video! Thank you!

    • @ZackDaly
      @ZackDaly 3 роки тому

      @samyam haha I had just unpaused your video after fiddling with my code, and the “samyam liked your comment” popped up. I was a bit startled for a moment... “How did she know?...” but then I remembered the comment I left. Hahaha! I am trying to make the StateDriven Cam transition when you enter a certain trigger collider. Do you have a video on that? I love your teaching style!

    • @samyam
      @samyam  3 роки тому

      Not necessarily a video, but basically you can set up a collider in that area and set it to Trigger so the player can pass through, and on your player script you can make a OnTriggerEnter function that either changes the animation state, which goes perfectly with the state driven camera, or changes the priority of a camera, depending on your use case
      docs.unity3d.com/ScriptReference/Collider.OnTriggerEnter.html

  • @ggre55
    @ggre55 3 роки тому

    Very cool

  • @anonymoussloth6687
    @anonymoussloth6687 3 роки тому

    I love ur videos! I have a question. If ur learning a new topic in unity, for example when you first learned cinemachine, do you go through and read the documentation or do u have any other methods? Basically, how do you research that topic?

    • @samyam
      @samyam  3 роки тому +2

      Thanks! Yes I typically look at the documentation first since it usually has all the information I need. If I’m stuck on something I may search up a tutorial to see how someone else did it and get a better idea. Basically Unity documentation and Unity forums are my go to, but it depends for every person :)

  • @lando6583
    @lando6583 3 роки тому

    wow great video! earned you a new subscriber!

    • @samyam
      @samyam  3 роки тому

      thanks!

    • @lando6583
      @lando6583 2 роки тому

      @@samyam watching this video again! it's so helpful!

    • @samyam
      @samyam  2 роки тому

      Glad to hear! 😄

  • @the_stereo4622
    @the_stereo4622 2 роки тому

    Hi, I have a spaceship and I would like to have two cameras. One over the ship ald another from inside. State driven camera makes strange movements but other cameras are also not appropriate to this aim or do not have option for two child cameras. Is there any solution for that, because your method works and changing camera works fine?

  • @juanharu
    @juanharu 3 роки тому

    thankyou!

  • @inkofthedragon
    @inkofthedragon 2 роки тому

    I have a lock on system. I want to switch to 2nd camera only if a target has been found, not when I press the lock button. How can I do this through script? Thanks again

  • @Atezian
    @Atezian 2 роки тому

    Unfortunately this wont work for what i am doing because i want the Vcam for cutscene to be in a different prefab than the player prefab with the default vcam. in otherwords i cannpt put them both as a child of a state-driven camera

  • @kavehpzh
    @kavehpzh Рік тому +3

    Actually, I didn't understand why we created that custom blend in the beginning... Cuz Im not sure where we use it?

    • @YusafAnimations
      @YusafAnimations 5 місяців тому

      i think its so the cinemachine brain understands how you want to move from camera to camera, so when it does sense a change that a camera is moving to another, it moves in whatever way you set it up

  • @DaveSucker
    @DaveSucker Рік тому

    pls bro tell me how to make a ui button that when we press and hold it the camera rotates backward and shows back of the car and when we un press it it goes to its original position i want it for my car controller pls help

  • @vjcatalyst7830
    @vjcatalyst7830 2 роки тому +1

    I had one more question! :) if I wanted to make more camera switches with more cameras so I can have other key presses change different cameras how can I add to this to make this possible? Great video btw. It’s a huge help!

    • @tejasps8931
      @tejasps8931 2 роки тому

      Did you find a solution for this?

  • @Mowgi
    @Mowgi 3 роки тому

    Thanks for the tutorial. Just curious, what would you change/add if you wanted to cycle through 3 cameras?

    • @Mowgi
      @Mowgi 3 роки тому

      Is there a way to either cycle through all available cameras, or to have different buttons switch to different cameras?

    • @samyam
      @samyam  3 роки тому +1

      I’d personally use the state machine camera and the animator for more than 2 cameras. You can switch to a camera via script, doesn’t have to be bound to a button press

  • @MikeKing710
    @MikeKing710 Рік тому

    Is it okay if I will use cinemachine brain for 3 cameras to switch between them by scene, not by the clicking button?

  • @vaepuer2290
    @vaepuer2290 2 роки тому

    I like this tutorial, but how would I do this without using the new Input System? I just can't use it. I've tried but it's simply not my thing

  • @lmtwilight8919
    @lmtwilight8919 Рік тому

    ty

  • @Abhimanyukaushik18
    @Abhimanyukaushik18 2 роки тому

    Hey can you tell me that how can I change the cameras with a time limit like I want to switch from to another after 30 seconds btw nice explanation 🙌👌

  • @ObiWineKenobi
    @ObiWineKenobi 3 роки тому

    Nice tutorial. I use Playmaker to achieve the same results, so you don't need a state drive camera setup.

  • @user-zb4ri7wk7g
    @user-zb4ri7wk7g 2 роки тому

    Thanks for the video!
    I'm trying to switch cameras with a priority change method, but something is not right.
    I can see in "CinemachineBrain" component in "Live blend field" that it blends for 5 seconds, as i setted, but transition lasts for 2 seconds, but I want that transition lasts 5 seconds too. Can someone help?

    • @samyam
      @samyam  2 роки тому

      Under the default blend and also in your Custom Blend you can specify the time you want it to last

  • @inkofthedragon
    @inkofthedragon 2 роки тому

    how would I apply this to switch to a close up camera when my player performs a special attack. Once the special attack is over, I want to automatically switch back to the default camera. Thanks!

    • @samyam
      @samyam  2 роки тому

      If you have an animation for it already you can use the State Driven camera and use that state to activate the new camera and back. If you are using code to change the priority directly you'll have to switch the priority when your animation starts and switch it back when the animation ends.

  • @jovanaplavsic3169
    @jovanaplavsic3169 3 роки тому

    Thanks! Did you get a chance to test which option is better performance-wise?

    • @samyam
      @samyam  3 роки тому +1

      No I have not but I think the cost difference should be negligible since ideally you wouldn’t be switching the cameras on every frame

  • @Atezian
    @Atezian 2 роки тому

    4:03 just wondering, isn't 0 a 'higher' priority than 1?

  • @bunzy5279
    @bunzy5279 2 роки тому

    But how do you do it without pushing a button but rather traveling to a new location?

  • @dreadge
    @dreadge 2 роки тому

    cameras are not appearing on custom blend settings, what do i do?

  • @R1C4RD0R3D15
    @R1C4RD0R3D15 2 роки тому

    I am currently trying to make a third person controller using 2 cameras, where 1 camera is the "aim" camera, and the other is the generic movement camera. One issue I am having is that when the normal camera is enabled and moving around, the aim camera isn't. So when I aim in, it will transition to the spot where the aim camera is (old position) and this isn't desirable, as I want the aim camera and the normal camera to be in line with each other at all times. Do you know a good way of doing this?

    • @samyam
      @samyam  2 роки тому +1

      If blending between the different cinemachine camera's has a large position offset, try the following:
      *Cinemachine Virtual Camera > Transition > Inherit Position
      // will inherit from the previous camera’s position

    • @R1C4RD0R3D15
      @R1C4RD0R3D15 2 роки тому

      @@samyam Oh my god, this worked perfectly. Thank you so much. I took a shot in the dark here and this was just what I needed.

  • @vjcatalyst7830
    @vjcatalyst7830 2 роки тому

    Hello I keep getting an error that says "Assets\CamSwitcher1.cs(18,18): error CS0102: The type 'CamSwitcher1' already contains a definition for 'vcam1' "
    any Idea how to fix this. I'm trying to change the Priority of the cameras.

    • @samyam
      @samyam  2 роки тому

      Hm have you declared vcam1 twice in that class?

    • @vjcatalyst7830
      @vjcatalyst7830 2 роки тому

      Thank you got it fixed now

  • @alisa2284
    @alisa2284 2 роки тому +1

    Thanks for your video. But when using the first method, i meet a error: InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.Cinemachine.AxisState.Update (System.Single deltaTime). I am sure that i did the same thing as that in video. Does anyone have a solution?

    • @alisa2284
      @alisa2284 2 роки тому

      when i click space, the error occurs.😩

    • @samyam
      @samyam  2 роки тому

      It means you are using both the old and new input system and you only have one enabled in your project settings (Project Settings>Player>Active Input Handling). Make sure you are using the Cinemachine Input Provider and if you are using UI to replace the Input Module to use the New Input System.

  • @bananazzplit
    @bananazzplit 3 роки тому

    hi sorry i don't understand how it could work with more camera, and why we should use Input System (which complicates the task for me)
    i need to switch between 4 cameras around the player and i have 2 button to switch camera (one to the left and one to the right)
    Should i use Switch Priority part ?

    • @samyam
      @samyam  3 роки тому

      The input system isn’t mandatory, I just use it because I like it and use the new input system in all my videos. You can add more cameras to the state machine cinemachine object and switch between them depending on a certain condition. If you have more cameras you should rework the Switch Priority depending on the condition you’d like to be met to switch to a certain camera. I’d honestly use the animator and have a state machine driven system if you have multiple cameras, depending on the state you switch to that animation and the cinemachine state driven camera will switch to that camera.

    • @bananazzplit
      @bananazzplit 3 роки тому

      @@samyam ok thank you for your answer 👍

    • @bananazzplit
      @bananazzplit 3 роки тому

      @@samyam I managed to do what I wanted thank you very much ! 💛

  • @Paradise7457
    @Paradise7457 6 місяців тому

    Best

  • @kollyr5524
    @kollyr5524 11 місяців тому

    I probably won't get an answer, but is there a way to check if a virtual camera has finished blending? I want to have a button on the canvas disappear while the camera is blending

    • @samyam
      @samyam  11 місяців тому +1

      There's an IsBlending property on the Cinemachine Brain, CInemachine 3 may be better suited for it
      forum.unity.com/threads/oncameratransition-onblendcomplete-event.520056/

    • @kollyr5524
      @kollyr5524 11 місяців тому

      @@samyam That works, thanks a lot!

  • @AlexDicy
    @AlexDicy 3 роки тому

    Quick question, why are you adding SerializeField to all those fields?

    • @TrippyGamer
      @TrippyGamer 3 роки тому

      when u make a field pvt u need to add [SerializeField] to make it appear in the unity editor.
      pvt is used so that other scripts don't mess with your fields in the current script by some chance.
      it basically blocks access of other classes, and the variable is only able to be changed from the editor so if there is some error u now know where to go and what to edit rather than going to many scripts and checking which script is messing up.

    • @AlexDicy
      @AlexDicy 3 роки тому

      @@TrippyGamer got it, thank you!

  • @ThatMellon
    @ThatMellon 2 роки тому

    Thanks for the tut. I already have a project set up with unitys standard input system. Using the new input system messes up everything in my project (I suppose I'd rather not have to change all my code to work with this new input system). What changes would I have to make to get this working with the standard input system?

    • @samyam
      @samyam  2 роки тому +1

      In the Player Settings you can set the Active Input Handling to Both so you can use both in the same project

    • @ThatMellon
      @ThatMellon 2 роки тому

      @@samyam you are a GOD!

    • @ThatMellon
      @ThatMellon 2 роки тому

      Actually, I’m a little bit lost again haha. If you could shed some light that would be great (no worries if not though, it’s not like I’ll unsubscribe or anything, your content looks too good for that, {kinda hoping flattery will see me through understanding unity here haha}
      Anyway if you have the free time feel free to continue reading!
      My project has a player set up in an isometric perspective (in a perspective view not orphograthic), for my players controls; I set the up input to move the player in the direction of the cameras transforms forward . After finishing this tutorial (your last advice really helped out!) I’m running into errors. When I press space, nothing happens and instead I receive three 3 error messages in the console.
      1.
      Animator.GotoState: State could not be found
      UnityEngine.Animator:Play (string)
      2.
      Invalid Layer Index ‘-1’
      UnityEngine.Animator:Play (string)
      And finally
      3.
      Look rotation viewing vector is zero
      UnityEngine.Transform:setforward (Unity.Vector3)
      Anyways, I don’t know if the information I’ve supplied you with helps a whole lot, but regardless; thanks for your time!
      Looking forward to watching any future videos you upload! ☺️

    • @ThatMellon
      @ThatMellon 2 роки тому

      I’d like to add, I’ve triple checked my naming conventions for the states within animator, but that 3rd error message throws me a little.

    • @samyam
      @samyam  2 роки тому +1

      @@ThatMellon For the animator it seems to be a naming issue with your states,
      answers.unity.com/questions/937070/animatorgotostate-state-could-not-be-found.html
      And the rotation make sure you are not calling the rotation method towards a zeroed vector
      forum.unity.com/threads/simple-fix-for-look-rotation-viewing-vector-is-zero.411731/
      We also have a discord you can join and ask there:
      discord.gg/SwCKB3Q

  • @ahmetfirat23
    @ahmetfirat23 3 роки тому

    Hello, i used only script method and it works perfect on editor. howecer when i build the game the code doesnt work and get stuck. can you help pls

    • @samyam
      @samyam  3 роки тому +1

      It's a bit hard to tell without knowing what's going on, there can be a lot of moving pieces. You can also try debugging the build: docs.unity3d.com/Manual/ManagedCodeDebugging.html
      Feel free to join our discord and post your issue in the #help chat: discord.gg/bvQEGk7

    • @ahmetfirat23
      @ahmetfirat23 3 роки тому

      @@samyam thank you for answering fortunately i fixed it. there was another bug but somehow unity was fixing it in editor instead of raising exception.

    • @samyam
      @samyam  3 роки тому +1

      Nice!! 👏👏👏

  • @memoriesofasoul
    @memoriesofasoul 2 роки тому

    Very interesting video, thank you for uploading this kind of content! Unfortunately I have this issue, when the transition or blend happens, the position of the other camera I want to change, changes, and it doesn't focus the object I put to FOLLOW or LOOK AT. Do you know what is going on? or Did anybody run into this kind of issue? Thanks in advance ^^

    • @samyam
      @samyam  2 роки тому

      Try this:
      Cinemachine Virtual Camera > Transition > Inherit Position
      // will inherit from the previous camera’s position

    • @memoriesofasoul
      @memoriesofasoul 2 роки тому

      @@samyam Thank you for your fast response! For the time being, this issue is solved by changing the camera from CinemachineVirtualCamera to a CM ClearShot. Apparently, the CVC takes as reference or point to work where the main camera is. In my case I wanted to change from the player camera, to the EnemyCamera to create a cinematic. I had as child of the Enemy a CinemachineVirtualCamera and changing that to ClearShoot fixed my issue. I hope this helps someone or you for explaining in case someone runs into this issue.
      Regards (๑╹ω╹๑ )

  • @yowaimo679
    @yowaimo679 3 роки тому +1

    Bro can you plz make a tutorial of first person touch controls

    • @samyam
      @samyam  3 роки тому +1

      I'll put it on my list! This might help also
      3rd person mobile joystick
      ua-cam.com/video/YV5KOZHsIz4/v-deo.html

  • @d2clon
    @d2clon 3 роки тому

    It is a good job of explanation. The Cinemachine solution is a bit over-engineering and obfuscated for my taste

    • @samyam
      @samyam  3 роки тому +1

      You should use whatever you like best! I think it's super simple for setting up both simple and complex camera systems and I'm personally using it in every project that I can.

  • @jonasnober7934
    @jonasnober7934 3 роки тому

    I can't use UnityEngine.Inputsystem
    anyone know how to fix?

    • @samyam
      @samyam  3 роки тому

      InputSystem with the caps on the S

    • @jonasnober7934
      @jonasnober7934 3 роки тому

      @@samyam Doesn't work either. I type "In" and the only thing comming is "Internal"

    • @samyam
      @samyam  3 роки тому

      What are you using to code? Maybe the Intellisense is not working properly. Try closing out of the code editor, then going to Assets > Open C# Project. Also make sure you have the input system installed through the package manager. I have a video here how to set up VS Code with Unity ua-cam.com/video/4WWX2_tZu5Q/v-deo.html

    • @jonasnober7934
      @jonasnober7934 3 роки тому

      @@samyam ehm... how can i be that dumb xd
      thank you, didn't know it was sth. to download haha. Im dum.
      After downloading i had to open VS like you told and it worked! :)
      Thank you very much :)

  • @yasarnadil396
    @yasarnadil396 3 роки тому

    Why not just leaving one camera disabled and then in code with two lines to enable/disable the cameras when need? The camera will make the blending and switching automatically. I'm using this simple code and it's blending smoothly between the cameras. A simple script with some lines. using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    using Cinemachine;
    public class CamerasManager : MonoBehaviour
    {
    public CinemachineFreeLook[] freeLookCameras;
    public float timeBeforeSwitching;
    // Start is called before the first frame update
    void Start()
    {
    StartCoroutine(SwitchCameras(timeBeforeSwitching));
    }
    // Update is called once per frame
    void Update()
    {
    }
    IEnumerator SwitchCameras(float TimeBeforeSwitching)
    {
    yield return new WaitForSeconds(TimeBeforeSwitching);
    freeLookCameras[0].enabled = false;
    freeLookCameras[1].enabled = true;
    }
    }

    • @samyam
      @samyam  3 роки тому

      You can also do it this way, it’s up to you. The state machine makes it simpler for different animations and perhaps changing camera depending on different locations