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In cinemachine pipeline, cinemachine components are added to hidden objects named "cm". But these objects' local rotations are random by "Create Dolly Camera With Track" or else. When using CinemachineTrackedDolly, if we rotate the parent virtual camera, we get a very weird behavior. I wonder why GetCameraOrientationAtPathPoint uses transform.rotation but not VirtualCamera.transform.rotation?
Every point in the path has an implicit rotation, determined by the
path tangent and world up. Path Tangent is affected by path transform,
that's why it's taken into account. Virtual cameras may or may not choose
to consider this rotation, depending on their settings. Their own rotation
is not part of the path's rotation. If you have a specific issue with your
setup and would like some assistance, I suggest posting a question on the
Cinemachine forum: https://forum.unity.com/forums/cinemachine.136/
In cinemachine pipeline, cinemachine components are added to hidden objects named "cm". But these objects' local rotations are random by "Create Dolly Camera With Track" or else. When using CinemachineTrackedDolly, if we rotate the parent virtual camera, we get a very weird behavior. I wonder why
GetCameraOrientationAtPathPoint
usestransform.rotation
but notVirtualCamera.transform.rotation
?https://github.com/Unity-Technologies/upm-package-cinemachine/blob/master/Runtime/Components/CinemachineTrackedDolly.cs
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