How to switch cameras in Cinemachine | Unity Tutorial
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- Опубліковано 19 сер 2024
- Learn to use Cinemachine in Unity for switching between cameras. We will code a system to automatically transition from one camera zone to another.
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Heya, just wanted to say thanks for the upload. There was some knowledge in this vid that has legitimately helped me with my job!
And all the best with your yt channel! It’s great!
Hey! I am glad it helped! Thanks for the kind words!
Hey you! Watch this video completely, this guy is the GOAT! Thanks for sharing your knowledge!
Wow thanks! 🙏
Wow youre way to explain things is so easy to follow! Thank you so much for this video, glad I found your channel :)
Hey, thank you so much! Good to hear that.
6:00 for how to switch cameras!
Great tutorial! Was looking for a camera solution and it seems cinemachine covers all the bases. Didn't know about that second to last tip, definitely going to be using that!
Thanks! I am glad it help! Cinemachine is really great.
Matthew Broderick's son got into Unity!
never heard this before. I’ll take it 😆
Sorry I had to 😆In fact I love Matthew Broderick! And you are also very symapthic! You both have that smart look! And I like smart people! ☺@@this-is-gamedev
Great tutorial. It was what i wanted and funny.
Thanks! Appreciate it :D
Great video, thanks for sharing! I'd be interested in learning more from Cinemachine - e.g. doing the same, but split-screen, or custom transitions outside of smashcuts/easing. Just ideas for a future video, I'm sure you have loads already :). Keep it up!
Thanks! Good ideas! I write them down :D
how to switch from thirdPerson - to FirstPersonLook ? (should I use CinemachineFreelook and CinemachineVirtualCamera combination for that?)
You can use 2 Cinemachine VirtualCamera. But if you want the gameplay to follow then you have to make 2 different character controllers basically
Great video! Quick question about last part of the video when you switch cameras on trigger enter. What if I want to do point of enterest in specific area. So the player stay on trigger and by holding E key - its activates the camera. Any help or suggestions??
In that case, the OnTriggerEnter/Exit should no switch the cameras but rather just remember what is the target camera. Then when you press E, you check if there is a current camera available to switch to.
This could be a component on the Player “PoiController” for example.
Hi Nice tutorial..Subscribed
w How can we do a scane change from FPS controller camera to an animated cinemachie Dolly camera, Like cutscene play when player enters a zonr.
Could you share any tutorial or make a one?
Thanks! I’ll look into that and maybe at the same occasion show it with the new Cinemachine version.
All Cinemachine cameras work the same way, they are all virtual cameras. For an complex animated cutscene you might prefer using the Timeline directly.
@@this-is-gamedev Thanks..Looking for yuour tutorial as well..
Can you switch to a camera from another scene?
Yes, any camera that’s loaded can be switched to. So you scenes needs to just be loaded (additively)
Could you make a video on how to make it so a rigidbody could go up stairs?
Do you mean like how to manage feet placement?
@@this-is-gamedev nah like rigidbodys cant go up stairs and ik about using ramps as collisders but that seems like a bad solution to the problem
@@InvisaPotion Ramps are a good solution. You just have to add 1-2 lines of code to kill the velocity and avoid that the player slips down by itself. You can also use a Capsule collider on the player that helps get up stairs.
Does the cinemachine volume setting only exist in URP and HDRP?
Yes, that’s what the docs says :D
@@this-is-gamedev I was able to achieve the effect I wanted with a custom blend asset. I wanted a hard cut in and then an ease out.
Is that Mozart in the background? ))
Yes! :D
@@this-is-gamedev this is the sound of my alarm clock 😂😂😌
You have good music taste 😅
@@this-is-gamedev thx, you too 😁😁