diff --git a/com.unity.cinemachine/Editor/PropertyDrawers/RangeSliderPropertyDrawer.cs b/com.unity.cinemachine/Editor/PropertyDrawers/RangeSliderPropertyDrawer.cs
deleted file mode 100644
index 05906f2b8..000000000
--- a/com.unity.cinemachine/Editor/PropertyDrawers/RangeSliderPropertyDrawer.cs
+++ /dev/null
@@ -1,89 +0,0 @@
-using System;
-using UnityEditor;
-using UnityEditor.UIElements;
-using UnityEngine;
-using UnityEngine.UIElements;
-
-namespace Unity.Cinemachine.Editor
-{
- [CustomPropertyDrawer(typeof(RangeSliderAttribute))]
- class RangeSliderPropertyDrawer : PropertyDrawer
- {
- // old IMGUI implementation must remain until no more IMGUI inspectors are using it
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label)
- {
- var a = attribute as RangeSliderAttribute;
- EditorGUI.BeginProperty(rect, label, property);
- switch (property.propertyType)
- {
- case SerializedPropertyType.Float:
- {
- property.floatValue = EditorGUI.Slider(rect, label, property.floatValue, a.Min, a.Max);
- break;
- }
- case SerializedPropertyType.Integer:
- {
- property.intValue = EditorGUI.IntSlider(rect, label, property.intValue, (int)a.Min, (int)a.Max);
- break;
- }
- default:
- {
- Debug.LogError("Use RangeSlider with float or int properties.");
- break;
- }
- }
- EditorGUI.EndProperty();
- }
-
- public override VisualElement CreatePropertyGUI(SerializedProperty property)
- {
- var a = attribute as RangeSliderAttribute;
- var row = new VisualElement { style = { flexDirection = FlexDirection.Row }};
- switch (property.propertyType)
- {
- case SerializedPropertyType.Float:
- {
- var slider = new Slider
- {
- label = property.displayName,
- tooltip = property.tooltip,
- highValue = a.Max,
- lowValue = a.Min,
- style = { flexGrow = 4, paddingRight = 4 }
- };
- slider.AddToClassList(InspectorUtility.kAlignFieldClass);
- slider.BindProperty(property);
- row.Add(slider);
- var field = new FloatField { label = string.Empty, tooltip = property.tooltip, style = {flexGrow = 1, flexBasis = 0} };
- field.BindProperty(property);
- row.Add(field);
- break;
- }
- case SerializedPropertyType.Integer:
- {
- var slider = new SliderInt
- {
- label = property.displayName,
- tooltip = property.tooltip,
- highValue = Mathf.RoundToInt(a.Max),
- lowValue = Mathf.RoundToInt(a.Min),
- style = { flexGrow = 4, paddingRight = 4 }
- };
- slider.AddToClassList(InspectorUtility.kAlignFieldClass);
- slider.BindProperty(property);
- row.Add(slider);
- var field = new IntegerField { label = string.Empty, tooltip = property.tooltip, style = {flexGrow = 1, flexBasis = 0} };
- field.BindProperty(property);
- row.Add(field);
- break;
- }
- default:
- {
- Debug.LogError("Use RangeSlider with float or int properties.");
- break;
- }
- }
- return row;
- }
- }
-}
diff --git a/com.unity.cinemachine/Editor/PropertyDrawers/RangeSliderPropertyDrawer.cs.meta b/com.unity.cinemachine/Editor/PropertyDrawers/RangeSliderPropertyDrawer.cs.meta
deleted file mode 100644
index 8f3160c03..000000000
--- a/com.unity.cinemachine/Editor/PropertyDrawers/RangeSliderPropertyDrawer.cs.meta
+++ /dev/null
@@ -1,11 +0,0 @@
-fileFormatVersion: 2
-guid: ba179daa5982cd04da4bdd85618d46eb
-MonoImporter:
- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/com.unity.cinemachine/Editor/Utility/CinemachineLensPalette.cs b/com.unity.cinemachine/Editor/Utility/CinemachineLensPalette.cs
index 39538eeb3..360f40769 100644
--- a/com.unity.cinemachine/Editor/Utility/CinemachineLensPalette.cs
+++ b/com.unity.cinemachine/Editor/Utility/CinemachineLensPalette.cs
@@ -76,7 +76,7 @@ public struct Preset
/// This is the camera view in vertical degrees. For cinematic people, a 50mm lens
/// on a super-35mm sensor would equal a 19.6 degree FOV
///
- [RangeSlider(1f, 179f)]
+ [Range(1f, 179f)]
[Tooltip("This is the camera view in vertical degrees. For cinematic people, "
+ " a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV")]
[FormerlySerializedAs("m_FieldOfView")]
diff --git a/com.unity.cinemachine/Runtime/Behaviours/CinemachineConfiner2D.cs b/com.unity.cinemachine/Runtime/Behaviours/CinemachineConfiner2D.cs
index ee05ec153..ac88bb7c2 100644
--- a/com.unity.cinemachine/Runtime/Behaviours/CinemachineConfiner2D.cs
+++ b/com.unity.cinemachine/Runtime/Behaviours/CinemachineConfiner2D.cs
@@ -62,7 +62,7 @@ public class CinemachineConfiner2D : CinemachineExtension
/// Damping applied automatically around corners to avoid jumps.
[Tooltip("Damping applied around corners to avoid jumps. Higher numbers are more gradual.")]
- [RangeSlider(0, 5)]
+ [Range(0, 5)]
[FormerlySerializedAs("m_Damping")]
public float Damping;
diff --git a/com.unity.cinemachine/Runtime/Behaviours/CinemachineDeoccluder.cs b/com.unity.cinemachine/Runtime/Behaviours/CinemachineDeoccluder.cs
index 2f0ece047..b00378d8f 100644
--- a/com.unity.cinemachine/Runtime/Behaviours/CinemachineDeoccluder.cs
+++ b/com.unity.cinemachine/Runtime/Behaviours/CinemachineDeoccluder.cs
@@ -95,7 +95,7 @@ public enum ResolutionStrategy
/// Upper limit on how many obstacle hits to process. Higher numbers may impact performance.
/// In most environments, 4 is enough.
///
- [RangeSlider(1, 10)]
+ [Range(1, 10)]
[Tooltip("Upper limit on how many obstacle hits to process. Higher numbers may impact performance. "
+ "In most environments, 4 is enough.")]
public int MaximumEffort;
@@ -103,7 +103,7 @@ public enum ResolutionStrategy
///
/// Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long.
///
- [RangeSlider(0, 2)]
+ [Range(0, 2)]
[Tooltip("Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long")]
public float SmoothingTime;
@@ -111,7 +111,7 @@ public enum ResolutionStrategy
/// How gradually the camera returns to its normal position after having been corrected.
/// Higher numbers will move the camera more gradually back to normal.
///
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected. "
+ "Higher numbers will move the camera more gradually back to normal.")]
public float Damping;
@@ -120,7 +120,7 @@ public enum ResolutionStrategy
/// How gradually the camera moves to resolve an occlusion.
/// Higher numbers will move the camera more gradually.
///
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("How gradually the camera moves to resolve an occlusion. "
+ "Higher numbers will move the camera more gradually.")]
public float DampingWhenOccluded;
diff --git a/com.unity.cinemachine/Runtime/Behaviours/CinemachineFollowZoom.cs b/com.unity.cinemachine/Runtime/Behaviours/CinemachineFollowZoom.cs
index 5bcf04753..4130e6622 100644
--- a/com.unity.cinemachine/Runtime/Behaviours/CinemachineFollowZoom.cs
+++ b/com.unity.cinemachine/Runtime/Behaviours/CinemachineFollowZoom.cs
@@ -24,7 +24,7 @@ public class CinemachineFollowZoom : CinemachineExtension
/// Increase this value to soften the aggressiveness of the follow-zoom.
/// Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("Increase this value to soften the aggressiveness of the follow-zoom. "
+ "Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.")]
[FormerlySerializedAs("m_Damping")]
diff --git a/com.unity.cinemachine/Runtime/Behaviours/CinemachineGroupFraming.cs b/com.unity.cinemachine/Runtime/Behaviours/CinemachineGroupFraming.cs
index f7cedc11e..022177564 100644
--- a/com.unity.cinemachine/Runtime/Behaviours/CinemachineGroupFraming.cs
+++ b/com.unity.cinemachine/Runtime/Behaviours/CinemachineGroupFraming.cs
@@ -33,7 +33,7 @@ public enum FramingModes
/// How much of the screen to fill with the bounding box of the targets.
[Tooltip("The bounding box of the targets should occupy this amount of the screen space. "
+ "1 means fill the whole screen. 0.5 means fill half the screen, etc.")]
- [RangeSlider(0, 2)]
+ [Range(0, 2)]
public float FramingSize = 0.8f;
/// A nonzero value will offset the group in the camera frame.
@@ -42,7 +42,7 @@ public enum FramingModes
/// How aggressively the camera tries to frame the group.
/// Small numbers are more responsive
- [RangeSlider(0, 20)]
+ [Range(0, 20)]
[Tooltip("How aggressively the camera tries to frame the group. Small numbers are more responsive, "
+ "rapidly adjusting the camera to keep the group in the frame. Larger numbers give a heavier "
+ "more slowly responding camera.")]
diff --git a/com.unity.cinemachine/Runtime/Behaviours/CinemachineRecomposer.cs b/com.unity.cinemachine/Runtime/Behaviours/CinemachineRecomposer.cs
index d8202f5a6..a7457016c 100644
--- a/com.unity.cinemachine/Runtime/Behaviours/CinemachineRecomposer.cs
+++ b/com.unity.cinemachine/Runtime/Behaviours/CinemachineRecomposer.cs
@@ -52,7 +52,7 @@ public class CinemachineRecomposer : CinemachineExtension
///
/// Lowering this value relaxes the camera's attention to the Follow target (normal = 1)
///
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the Follow target (normal = 1)")]
[FormerlySerializedAs("m_FollowAttachment")]
public float FollowAttachment;
@@ -60,7 +60,7 @@ public class CinemachineRecomposer : CinemachineExtension
///
/// Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)
///
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
[Tooltip("Lowering this value relaxes the camera's attention to the LookAt target (normal = 1)")]
[FormerlySerializedAs("m_LookAtAttachment")]
public float LookAtAttachment;
diff --git a/com.unity.cinemachine/Runtime/Behaviours/CinemachineStoryboard.cs b/com.unity.cinemachine/Runtime/Behaviours/CinemachineStoryboard.cs
index 9d1ddae64..dc6157d87 100644
--- a/com.unity.cinemachine/Runtime/Behaviours/CinemachineStoryboard.cs
+++ b/com.unity.cinemachine/Runtime/Behaviours/CinemachineStoryboard.cs
@@ -58,7 +58,7 @@ public enum FillStrategy
///
[Tooltip("The opacity of the image. 0 is transparent, 1 is opaque")]
[FormerlySerializedAs("m_Alpha")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float Alpha = 1;
///
@@ -99,7 +99,7 @@ public enum FillStrategy
///
/// Wipe the image on and off horizontally
///
- [RangeSlider(-1, 1)]
+ [Range(-1, 1)]
[Tooltip("Wipe the image on and off horizontally")]
[FormerlySerializedAs("m_SplitView")]
public float SplitView = 0f;
diff --git a/com.unity.cinemachine/Runtime/Components/CinemachineOrbitalFollow.cs b/com.unity.cinemachine/Runtime/Components/CinemachineOrbitalFollow.cs
index 0d42119d7..056c922cd 100644
--- a/com.unity.cinemachine/Runtime/Components/CinemachineOrbitalFollow.cs
+++ b/com.unity.cinemachine/Runtime/Components/CinemachineOrbitalFollow.cs
@@ -518,7 +518,7 @@ public struct Settings
/// determines final placement on the Y axis
[Tooltip("Controls how taut is the line that connects the rigs' orbits, "
+ "which determines final placement on the Y axis")]
- [RangeSlider(0f, 1f)]
+ [Range(0f, 1f)]
public float SplineCurvature;
/// Default orbit rig
diff --git a/com.unity.cinemachine/Runtime/Components/CinemachineSplineDolly.cs b/com.unity.cinemachine/Runtime/Components/CinemachineSplineDolly.cs
index 9af748d25..3340beacb 100644
--- a/com.unity.cinemachine/Runtime/Components/CinemachineSplineDolly.cs
+++ b/com.unity.cinemachine/Runtime/Components/CinemachineSplineDolly.cs
@@ -105,7 +105,7 @@ public struct DampingSettings
/// How aggressively the camera tries to maintain the desired rotation.
/// This is only used if Camera Rotation is not Default.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the desired rotation. "
+ "This is only used if Camera Rotation is not Default.")]
public float Angular;
diff --git a/com.unity.cinemachine/Runtime/Components/CinemachineThirdPersonFollow.cs b/com.unity.cinemachine/Runtime/Components/CinemachineThirdPersonFollow.cs
index fd545278a..146c123b7 100644
--- a/com.unity.cinemachine/Runtime/Components/CinemachineThirdPersonFollow.cs
+++ b/com.unity.cinemachine/Runtime/Components/CinemachineThirdPersonFollow.cs
@@ -44,7 +44,7 @@ public class CinemachineThirdPersonFollow : CinemachineComponentBase
/// Specifies which shoulder (left, right, or in-between) the camera is on.
[Tooltip("Specifies which shoulder (left, right, or in-between) the camera is on")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float CameraSide;
/// How far behind the hand the camera will be placed.
@@ -80,14 +80,14 @@ public struct ObstacleSettings
/// Specifies how close the camera can get to obstacles
///
[Tooltip("Specifies how close the camera can get to obstacles")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float CameraRadius;
///
/// How gradually the camera moves to correct for occlusions.
/// Higher numbers will move the camera more gradually.
///
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("How gradually the camera moves to correct for occlusions. " +
"Higher numbers will move the camera more gradually.")]
public float DampingIntoCollision;
@@ -96,7 +96,7 @@ public struct ObstacleSettings
/// How gradually the camera returns to its normal position after having been corrected by the built-in
/// collision resolution system. Higher numbers will move the camera more gradually back to normal.
///
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected by the built-in " +
"collision resolution system. Higher numbers will move the camera more gradually back to normal.")]
public float DampingFromCollision;
diff --git a/com.unity.cinemachine/Runtime/Core/CinemachinePropertyAttribute.cs b/com.unity.cinemachine/Runtime/Core/CinemachinePropertyAttribute.cs
index b7e23c1ee..bc4a87878 100644
--- a/com.unity.cinemachine/Runtime/Core/CinemachinePropertyAttribute.cs
+++ b/com.unity.cinemachine/Runtime/Core/CinemachinePropertyAttribute.cs
@@ -56,6 +56,7 @@ public EnabledPropertyAttribute(string enabledProperty = "Enabled", string toggl
///
/// Property applied to int or float fields to generate a slider in the inspector.
///
+ [Obsolete("Use RangeAttribute instead")]
public sealed class RangeSliderAttribute : PropertyAttribute
{
/// Minimum value for the range slider
diff --git a/com.unity.cinemachine/Runtime/Core/LensSettings.cs b/com.unity.cinemachine/Runtime/Core/LensSettings.cs
index 19c45fe9a..03301b768 100644
--- a/com.unity.cinemachine/Runtime/Core/LensSettings.cs
+++ b/com.unity.cinemachine/Runtime/Core/LensSettings.cs
@@ -16,7 +16,7 @@ public struct LensSettings
/// be in horizontal degress. Internally, it is always vertical degrees.
/// For cinematic people, a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV.
///
- [RangeSlider(1f, 179f)]
+ [Range(1f, 179f)]
[Tooltip("This is the camera vertical field of view in degrees. Display will be in vertical degress, unless the "
+ "associated camera has its FOV axis setting set to Horizontal, in which case display will "
+ "be in horizontal degress. Internally, it is always vertical degrees. "
@@ -114,12 +114,12 @@ public struct PhysicalSettings
/// The aperture number, in f-stop
[Tooltip("The aperture number, in f-stop")]
- [RangeSlider(Camera.kMinAperture, Camera.kMaxAperture)]
+ [Range(Camera.kMinAperture, Camera.kMaxAperture)]
public float Aperture;
/// The number of diaphragm blades
[Tooltip("The number of diaphragm blades")]
- [RangeSlider(Camera.kMinBladeCount, Camera.kMaxBladeCount)]
+ [Range(Camera.kMinBladeCount, Camera.kMaxBladeCount)]
public int BladeCount;
/// Maps an aperture range to blade curvature
@@ -129,14 +129,14 @@ public struct PhysicalSettings
/// The strength of the "cat-eye" effect on bokeh (optical vignetting)
[Tooltip("The strength of the \"cat-eye\" effect on bokeh (optical vignetting)")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float BarrelClipping;
/// Stretches the sensor to simulate an anamorphic look. Positive values distort
/// the camera vertically, negative values distore the camera horizontally
[Tooltip("Stretches the sensor to simulate an anamorphic look. Positive values distort the "
+ "camera vertically, negative values distort the camera horizontally")]
- [RangeSlider(-1, 1)]
+ [Range(-1, 1)]
public float Anamorphism;
}
diff --git a/com.unity.cinemachine/Runtime/Core/LookaheadSettings.cs b/com.unity.cinemachine/Runtime/Core/LookaheadSettings.cs
index bce9c9cda..db8fc2033 100644
--- a/com.unity.cinemachine/Runtime/Core/LookaheadSettings.cs
+++ b/com.unity.cinemachine/Runtime/Core/LookaheadSettings.cs
@@ -21,14 +21,14 @@ public struct LookaheadSettings
+ "Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting "
+ "in undesirable jitter. If the camera jitters unacceptably when the target is in motion, "
+ "turn down this setting, or animate the target more smoothly.")]
- [RangeSlider(0f, 1f)]
+ [Range(0f, 1f)]
public float Time;
/// Controls the smoothness of the lookahead algorithm. Larger values smooth out
/// jittery predictions and also increase prediction lag
[Tooltip("Controls the smoothness of the lookahead algorithm. Larger values smooth "
+ "out jittery predictions and also increase prediction lag")]
- [RangeSlider(0, 30)]
+ [Range(0, 30)]
public float Smoothing;
/// If checked, movement along the Y axis will be ignored for lookahead calculations
diff --git a/com.unity.cinemachine/Runtime/Core/TargetTracking.cs b/com.unity.cinemachine/Runtime/Core/TargetTracking.cs
index cbda98736..6592955c4 100644
--- a/com.unity.cinemachine/Runtime/Core/TargetTracking.cs
+++ b/com.unity.cinemachine/Runtime/Core/TargetTracking.cs
@@ -80,7 +80,7 @@ public struct TrackerSettings
/// How aggressively the camera tries to track the target's rotation.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target's rotation. "
+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float QuaternionDamping;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/Cinemachine3rdPersonFollow.cs b/com.unity.cinemachine/Runtime/Deprecated/Cinemachine3rdPersonFollow.cs
index 43b4e9279..9c499af07 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/Cinemachine3rdPersonFollow.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/Cinemachine3rdPersonFollow.cs
@@ -45,7 +45,7 @@ public class Cinemachine3rdPersonFollow : CinemachineComponentBase
/// Specifies which shoulder (left, right, or in-between) the camera is on.
[Tooltip("Specifies which shoulder (left, right, or in-between) the camera is on")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float CameraSide;
/// How far behind the hand the camera will be placed.
@@ -71,14 +71,14 @@ public class Cinemachine3rdPersonFollow : CinemachineComponentBase
/// Specifies how close the camera can get to obstacles
///
[Tooltip("Specifies how close the camera can get to obstacles")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float CameraRadius;
///
/// How gradually the camera moves to correct for occlusions.
/// Higher numbers will move the camera more gradually.
///
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("How gradually the camera moves to correct for occlusions. " +
"Higher numbers will move the camera more gradually.")]
public float DampingIntoCollision;
@@ -87,7 +87,7 @@ public class Cinemachine3rdPersonFollow : CinemachineComponentBase
/// How gradually the camera returns to its normal position after having been corrected by the built-in
/// collision resolution system. Higher numbers will move the camera more gradually back to normal.
///
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected by the built-in " +
"collision resolution system. Higher numbers will move the camera more gradually back to normal.")]
public float DampingFromCollision;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineComposer.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineComposer.cs
index 810ce2fe9..cb71679b3 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineComposer.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineComposer.cs
@@ -33,14 +33,14 @@ public class CinemachineComposer : CinemachineComponentBase
+ "many seconds into the future. Note that this setting is sensitive to noisy animation, and "
+ "can amplify the noise, resulting in undesirable camera jitter. If the camera jitters "
+ "unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly.")]
- [RangeSlider(0f, 1f)]
+ [Range(0f, 1f)]
public float m_LookaheadTime = 0;
/// Controls the smoothness of the lookahead algorithm. Larger values smooth out
/// jittery predictions and also increase prediction lag
[Tooltip("Controls the smoothness of the lookahead algorithm. Larger values smooth "
+ "out jittery predictions and also increase prediction lag")]
- [RangeSlider(0, 30)]
+ [Range(0, 30)]
public float m_LookaheadSmoothing = 0;
/// If checked, movement along the Y axis will be ignored for lookahead calculations
@@ -52,7 +52,7 @@ public class CinemachineComposer : CinemachineComponentBase
/// the dead zone. Larger numbers give a more heavy slowly responding camera.
/// Using different vertical and horizontal settings can yield a wide range of camera behaviors.
[Space]
- [RangeSlider(0f, 20)]
+ [Range(0f, 20)]
[Tooltip("How aggressively the camera tries to follow the target in the screen-horizontal direction. "
+ "Small numbers are more responsive, rapidly orienting the camera to keep the target in "
+ "the dead zone. Larger numbers give a more heavy slowly responding camera. Using different "
@@ -63,7 +63,7 @@ public class CinemachineComposer : CinemachineComponentBase
/// Small numbers are more responsive, rapidly orienting the camera to keep the target in
/// the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical
/// and horizontal settings can yield a wide range of camera behaviors.
- [RangeSlider(0f, 20)]
+ [Range(0f, 20)]
[Tooltip("How aggressively the camera tries to follow the target in the screen-vertical direction. "
+ "Small numbers are more responsive, rapidly orienting the camera to keep the target in "
+ "the dead zone. Larger numbers give a more heavy slowly responding camera. Using different "
@@ -72,46 +72,46 @@ public class CinemachineComposer : CinemachineComponentBase
/// Horizontal screen position for target. The camera will rotate to the position the tracked object here
[Space]
- [RangeSlider(-0.5f, 1.5f)]
+ [Range(-0.5f, 1.5f)]
[Tooltip("Horizontal screen position for target. The camera will rotate to position the tracked object here.")]
public float m_ScreenX = 0.5f;
/// Vertical screen position for target, The camera will rotate to to position the tracked object here
- [RangeSlider(-0.5f, 1.5f)]
+ [Range(-0.5f, 1.5f)]
[Tooltip("Vertical screen position for target, The camera will rotate to position the tracked object here.")]
public float m_ScreenY = 0.5f;
/// Camera will not rotate horizontally if the target is within this range of the position
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("Camera will not rotate horizontally if the target is within this range of the position.")]
public float m_DeadZoneWidth = 0f;
/// Camera will not rotate vertically if the target is within this range of the position
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("Camera will not rotate vertically if the target is within this range of the position.")]
public float m_DeadZoneHeight = 0f;
/// When target is within this region, camera will gradually move to re-align
/// towards the desired position, depending onm the damping speed
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("When target is within this region, camera will gradually rotate horizontally to re-align "
+ "towards the desired position, depending on the damping speed.")]
public float m_SoftZoneWidth = 0.8f;
/// When target is within this region, camera will gradually move to re-align
/// towards the desired position, depending onm the damping speed
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("When target is within this region, camera will gradually rotate vertically to re-align "
+ "towards the desired position, depending on the damping speed.")]
public float m_SoftZoneHeight = 0.8f;
/// A non-zero bias will move the targt position away from the center of the soft zone
- [RangeSlider(-0.5f, 0.5f)]
+ [Range(-0.5f, 0.5f)]
[Tooltip("A non-zero bias will move the target position horizontally away from the center of the soft zone.")]
public float m_BiasX = 0f;
/// A non-zero bias will move the targt position away from the center of the soft zone
- [RangeSlider(-0.5f, 0.5f)]
+ [Range(-0.5f, 0.5f)]
[Tooltip("A non-zero bias will move the target position vertically away from the center of the soft zone.")]
public float m_BiasY = 0f;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineConfiner.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineConfiner.cs
index 78593b307..ba4121127 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineConfiner.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineConfiner.cs
@@ -53,7 +53,7 @@ public enum Mode
/// How gradually to return the camera to the bounding volume if it goes beyond the borders
[Tooltip("How gradually to return the camera to the bounding volume if it goes beyond the borders. "
+ "Higher numbers are more gradual.")]
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
public float m_Damping = 0;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineFramingTransposer.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineFramingTransposer.cs
index 69172bf12..50ee58e41 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineFramingTransposer.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineFramingTransposer.cs
@@ -37,7 +37,7 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
+ "animation, and can amplify the noise, resulting in undesirable camera jitter. "
+ "If the camera jitters unacceptably when the target is in motion, turn down this "
+ "setting, or animate the target more smoothly.")]
- [RangeSlider(0f, 1f)]
+ [Range(0f, 1f)]
[Space]
public float m_LookaheadTime = 0;
@@ -45,7 +45,7 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// jittery predictions and also increase prediction lag
[Tooltip("Controls the smoothness of the lookahead algorithm. Larger values smooth out "
+ "jittery predictions and also increase prediction lag")]
- [RangeSlider(0, 30)]
+ [Range(0, 30)]
public float m_LookaheadSmoothing = 0;
/// If checked, movement along the Y axis will be ignored for lookahead calculations
@@ -57,7 +57,7 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// x-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
[Space]
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the offset in the X-axis. "
+ "Small numbers are more responsive, rapidly translating the camera to keep the target's "
+ "x-axis offset. Larger numbers give a more heavy slowly responding camera. "
@@ -68,7 +68,7 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the target's
/// y-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the offset in the Y-axis. "
+ "Small numbers are more responsive, rapidly translating the camera to keep the target's "
+ "y-axis offset. Larger numbers give a more heavy slowly responding camera. "
@@ -79,7 +79,7 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the
/// target's z-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the offset in the Z-axis. "
+ "Small numbers are more responsive, rapidly translating the camera to keep the target's "
+ "z-axis offset. Larger numbers give a more heavy slowly responding camera. "
@@ -95,12 +95,12 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// Horizontal screen position for target. The camera will move to position the tracked object here
[Space]
- [RangeSlider(-0.5f, 1.5f)]
+ [Range(-0.5f, 1.5f)]
[Tooltip("Horizontal screen position for target. The camera will move to position the tracked object here.")]
public float m_ScreenX = 0.5f;
/// Vertical screen position for target, The camera will move to to position the tracked object here
- [RangeSlider(-0.5f, 1.5f)]
+ [Range(-0.5f, 1.5f)]
[Tooltip("Vertical screen position for target, The camera will move to position the tracked object here.")]
public float m_ScreenY = 0.5f;
@@ -110,12 +110,12 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// Camera will not move horizontally if the target is within this range of the position
[Space]
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("Camera will not move horizontally if the target is within this range of the position.")]
public float m_DeadZoneWidth = 0f;
/// Camera will not move vertically if the target is within this range of the position
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("Camera will not move vertically if the target is within this range of the position.")]
public float m_DeadZoneHeight = 0f;
@@ -133,25 +133,25 @@ public class CinemachineFramingTransposer : CinemachineComponentBase
/// When target is within this region, camera will gradually move to re-align
/// towards the desired position, depending onm the damping speed
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("When target is within this region, camera will gradually move horizontally to "
+ "re-align towards the desired position, depending on the damping speed.")]
public float m_SoftZoneWidth = 0.8f;
/// When target is within this region, camera will gradually move to re-align
/// towards the desired position, depending onm the damping speed
- [RangeSlider(0f, 2f)]
+ [Range(0f, 2f)]
[Tooltip("When target is within this region, camera will gradually move vertically to "
+ "re-align towards the desired position, depending on the damping speed.")]
public float m_SoftZoneHeight = 0.8f;
/// A non-zero bias will move the targt position away from the center of the soft zone
- [RangeSlider(-0.5f, 0.5f)]
+ [Range(-0.5f, 0.5f)]
[Tooltip("A non-zero bias will move the target position horizontally away from the center of the soft zone.")]
public float m_BiasX = 0f;
/// A non-zero bias will move the targt position away from the center of the soft zone
- [RangeSlider(-0.5f, 0.5f)]
+ [Range(-0.5f, 0.5f)]
[Tooltip("A non-zero bias will move the target position vertically away from the center of the soft zone.")]
public float m_BiasY = 0f;
@@ -218,12 +218,12 @@ public enum AdjustmentMode
public float m_MaximumDistance = 5000f;
/// If adjusting FOV, will not set the FOV lower than this
- [RangeSlider(1, 179)]
+ [Range(1, 179)]
[Tooltip("If adjusting FOV, will not set the FOV lower than this.")]
public float m_MinimumFOV = 3;
/// If adjusting FOV, will not set the FOV higher than this
- [RangeSlider(1, 179)]
+ [Range(1, 179)]
[Tooltip("If adjusting FOV, will not set the FOV higher than this.")]
public float m_MaximumFOV = 60;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineFreeLook.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineFreeLook.cs
index a458c2654..d51c41174 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineFreeLook.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineFreeLook.cs
@@ -93,7 +93,7 @@ public TargetTracking.BindingMode m_BindingMode
///
[Tooltip("Controls how taut is the line that connects the rigs' orbits, which "
+ "determines final placement on the Y axis")]
- [RangeSlider(0f, 1f)]
+ [Range(0f, 1f)]
[FormerlySerializedAs("m_SplineTension")]
public float m_SplineCurvature = 0.2f;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineGroupComposer.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineGroupComposer.cs
index 012ccb63f..d85de572c 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineGroupComposer.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineGroupComposer.cs
@@ -34,7 +34,7 @@ public enum FramingMode
/// How aggressively the camera tries to frame the group.
/// Small numbers are more responsive
- [RangeSlider(0, 20)]
+ [Range(0, 20)]
[Tooltip("How aggressively the camera tries to frame the group. Small numbers are more responsive, "
+ "rapidly adjusting the camera to keep the group in the frame. Larger numbers give a heavier "
+ "more slowly responding camera.")]
@@ -73,12 +73,12 @@ public enum AdjustmentMode
public float m_MaximumDistance = 5000f;
/// If adjusting FOV, will not set the FOV lower than this
- [RangeSlider(1, 179)]
+ [Range(1, 179)]
[Tooltip("If adjusting FOV, will not set the FOV lower than this.")]
public float m_MinimumFOV = 3;
/// If adjusting FOV, will not set the FOV higher than this
- [RangeSlider(1, 179)]
+ [Range(1, 179)]
[Tooltip("If adjusting FOV, will not set the FOV higher than this.")]
public float m_MaximumFOV = 60;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineOrbitalTransposer.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineOrbitalTransposer.cs
index bc84698dd..0493d4a6a 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineOrbitalTransposer.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineOrbitalTransposer.cs
@@ -181,7 +181,7 @@ public enum HeadingDefinition
/// Size of the velocity sampling window for target heading filter.
/// Used only if deriving heading from target's movement
- [RangeSlider(0, 10)]
+ [Range(0, 10)]
[Tooltip("Size of the velocity sampling window for target heading filter. This filters out "
+ "irregularities in the target's movement. Used only if deriving heading from target's "
+ "movement (PositionDelta or Velocity)")]
@@ -189,7 +189,7 @@ public enum HeadingDefinition
/// Additional Y rotation applied to the target heading.
/// When this value is 0, the camera will be placed behind the target
- [RangeSlider(-180f, 180f)]
+ [Range(-180f, 180f)]
[FormerlySerializedAs("m_HeadingBias")]
[Tooltip("Where the camera is placed when the X-axis value is zero. This is a rotation in "
+ "degrees around the Y axis. When this value is 0, the camera will be placed behind "
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachinePathBase.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachinePathBase.cs
index b638b45fe..328e1f650 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachinePathBase.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachinePathBase.cs
@@ -12,7 +12,7 @@ public abstract class CinemachinePathBase : MonoBehaviour
{
/// Path samples per waypoint
[Tooltip("Path samples per waypoint. This is used for calculating path distances.")]
- [RangeSlider(1, 100)]
+ [Range(1, 100)]
public int m_Resolution = 20;
/// This class holds the settings that control how the path
@@ -27,7 +27,7 @@ public abstract class CinemachinePathBase : MonoBehaviour
public Color inactivePathColor = Color.gray;
/// The width of the railroad-tracks that are drawn to represent the path
[Tooltip("The width of the railroad-tracks that are drawn to represent the path")]
- [RangeSlider(0f, 10f)]
+ [Range(0f, 10f)]
public float width = 0.2f;
}
/// The settings that control how the path
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineTrackedDolly.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineTrackedDolly.cs
index 8c9e06a52..999822efb 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineTrackedDolly.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineTrackedDolly.cs
@@ -45,7 +45,7 @@ public class CinemachineTrackedDolly : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the target's
/// x-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain its position in a direction "
+ "perpendicular to the path. Small numbers are more responsive, rapidly translating "
+ "the camera to keep the target's x-axis offset. Larger numbers give a more heavy "
@@ -57,7 +57,7 @@ public class CinemachineTrackedDolly : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the target's
/// y-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain its position in the path-local up direction. "
+ "Small numbers are more responsive, rapidly translating the camera to keep the target's "
+ "y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different "
@@ -68,7 +68,7 @@ public class CinemachineTrackedDolly : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the
/// target's z-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain its position in a direction parallel to the path. "
+ "Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. "
+ "Larger numbers give a more heavy slowly responding camera. Using different settings per axis "
@@ -97,21 +97,21 @@ public enum CameraUpMode
/// "How aggressively the camera tries to track the target rotation's X angle.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target rotation's X angle. Small numbers are "
+ "more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_PitchDamping = 0;
/// How aggressively the camera tries to track the target rotation's Y angle.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target rotation's Y angle. Small numbers are "
+ "more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_YawDamping = 0;
/// How aggressively the camera tries to track the target rotation's Z angle.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target rotation's Z angle. Small numbers "
+ "are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_RollDamping = 0f;
diff --git a/com.unity.cinemachine/Runtime/Deprecated/CinemachineTransposer.cs b/com.unity.cinemachine/Runtime/Deprecated/CinemachineTransposer.cs
index 32a172606..797d21563 100644
--- a/com.unity.cinemachine/Runtime/Deprecated/CinemachineTransposer.cs
+++ b/com.unity.cinemachine/Runtime/Deprecated/CinemachineTransposer.cs
@@ -27,7 +27,7 @@ public class CinemachineTransposer : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the target's
/// x-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the offset in the X-axis. Small numbers "
+ "are more responsive, rapidly translating the camera to keep the target's x-axis offset. "
+ "Larger numbers give a more heavy slowly responding camera. Using different settings per "
@@ -38,7 +38,7 @@ public class CinemachineTransposer : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the target's
/// y-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers "
+ "are more responsive, rapidly translating the camera to keep the target's y-axis offset. "
+ "Larger numbers give a more heavy slowly responding camera. Using different settings per "
@@ -49,7 +49,7 @@ public class CinemachineTransposer : CinemachineComponentBase
/// Small numbers are more responsive, rapidly translating the camera to keep the
/// target's z-axis offset. Larger numbers give a more heavy slowly responding camera.
/// Using different settings per axis can yield a wide range of camera behaviors
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to maintain the offset in the Z-axis. "
+ "Small numbers are more responsive, rapidly translating the camera to keep the "
+ "target's z-axis offset. Larger numbers give a more heavy slowly responding camera. "
@@ -63,28 +63,28 @@ public class CinemachineTransposer : CinemachineComponentBase
/// How aggressively the camera tries to track the target rotation's X angle.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target rotation's X angle. "
+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_PitchDamping = 0;
/// How aggressively the camera tries to track the target rotation's Y angle.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target rotation's Y angle. "
+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_YawDamping = 0;
/// How aggressively the camera tries to track the target rotation's Z angle.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target rotation's Z angle. "
+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_RollDamping = 0f;
/// How aggressively the camera tries to track the target's orientation.
/// Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
- [RangeSlider(0f, 20f)]
+ [Range(0f, 20f)]
[Tooltip("How aggressively the camera tries to track the target's orientation. "
+ "Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.")]
public float m_AngularDamping = 0f;
diff --git a/com.unity.cinemachine/Runtime/Impulse/CinemachineImpulseDefinition.cs b/com.unity.cinemachine/Runtime/Impulse/CinemachineImpulseDefinition.cs
index d67965d26..d1aab9ece 100644
--- a/com.unity.cinemachine/Runtime/Impulse/CinemachineImpulseDefinition.cs
+++ b/com.unity.cinemachine/Runtime/Impulse/CinemachineImpulseDefinition.cs
@@ -105,7 +105,7 @@ public enum ImpulseTypes
///
[Tooltip("This defines how the widely signal will spread within the effect radius before "
+ "dissipating with distance from the impact point")]
- [RangeSlider(0,1)]
+ [Range(0,1)]
[FormerlySerializedAs("m_DissipationRate")]
public float DissipationRate;
diff --git a/com.unity.cinemachine/Runtime/PostProcessing/CinemachineAutoFocus.cs b/com.unity.cinemachine/Runtime/PostProcessing/CinemachineAutoFocus.cs
index f92a153e4..e800a6ff2 100644
--- a/com.unity.cinemachine/Runtime/PostProcessing/CinemachineAutoFocus.cs
+++ b/com.unity.cinemachine/Runtime/PostProcessing/CinemachineAutoFocus.cs
@@ -71,7 +71,7 @@ public enum FocusTrackingMode
///
[Tooltip("Radius of the AutoFocus sensor in the center of the screen. A value of 1 would fill the screen. "
+ "It's recommended to keep this quite small. Default value is 0.02")]
- [RangeSlider(0, 0.1f)]
+ [Range(0, 0.1f)]
public float AutoDetectionRadius;
CustomPassVolume m_CustomPassVolume;
diff --git a/com.unity.cinemachine/Runtime/PostProcessing/FocusDistance.cs b/com.unity.cinemachine/Runtime/PostProcessing/FocusDistance.cs
index 5833eda47..8dfe87a2e 100644
--- a/com.unity.cinemachine/Runtime/PostProcessing/FocusDistance.cs
+++ b/com.unity.cinemachine/Runtime/PostProcessing/FocusDistance.cs
@@ -16,16 +16,16 @@ static class Uniforms
[Tooltip("Stickier auto focus is more stable (less switching back and forth as tiny "
+ "grass blades cross the camera), but requires looking at a bigger uniform-ish area to switch focus to it.")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float Stickiness = 0.4f;
[Tooltip("Radius of the FocusDistance sensor in the center of the screen. A value of 1 would fill the screen. "
+ "It's recommended to keep this quite small. Default value is 0.02")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float KernelRadius = 0.02f;
[Tooltip("Depth tolerance for inclusion in the same depth bucket. Effectively the depth resolution.")]
- [RangeSlider(0, 1)]
+ [Range(0, 1)]
public float DepthTolerance = 0.02f;
[Tooltip("Position on the screen of the depth sensor. (0, 0) is screen center.")]