This is probably the best Cinemachine overview that anyone has made. Very well presented, and you touched on most of the important stuff. I particularly appreciated that you didn't shy away from looking at the code and exploring some of the ways to extend Cinemachine. Hats off to you, sir!
Unparalleled level of listening to the audience! Thanks, man! It was merely two weeks ago that I, among other viewers, suggested that you do a vid on Cinemachine and you now did 🎉
Happy Sunday back! What a lifesaver you are. Just a few minutes ago I was checking out CM3 for a prototype trying to understand in what ways it changed vs version 2 and how to implement it best. And right at that moment you happen to upload a video on the very subject. Thank you! 🥳🙏
This dude out here really dropping better content than the official Unity on the weekly! I'd love a video on a versatile economy system or a questing system.
Unity has a hour long deep dive into the new 3.0 features, you definitely need to watch it. The system is a big improvement, just requires some time to adjust
I upgraded from 2 to 3 and it's doing all I needed to do, so didn't really expect this video to solve any problems for me, and right of the gate you come out with the SaveDuringPlay! Great video as usual.
As always great overview, I used to really dislike how Cinemachine combined so much into a single component. This update is great. It does make me think they're prepping for DOTs integration too, which is even better.
Cinemachine 3 is super intuitive for me, I had no problems using it in a new project recently for a hackathon. The only thing that kind of confused me, but didn't have a big impact on the project itself, is that for a follow camera you set offset from the target object in the position tracker component, but then the rotation composer also had a target offset field.
I do not, because it really depends on how much time I have each week and that can vary. However, the topics are largely driven by requests given here in the comments and also on the Discord server there is a section just for requests as well, and sometimes members guess at what the topic is going to be based on code pushed to the repository before the release of each video.
The new version looks much more appealing. Out of the gate though, I am finding it difficult to handle something as simple as updating the sensitivity of the freelook camera. I think it's the gain setting, but modifying that via code is unclear to me and the docs aren't particularly helpful. Would definitely like to know if anyone knows how to do this. Players like to control their sensitivity in options menus :D
My issue when updating to v3 is that now I can't invert the X and Y axes controls from my in-game settings menu. I was previously able to do this with the m_XAxis.m_InvertInput. I feel like the API is less exposed, and I guess that makes it easier to maintain, but having these m_ values (knowing it will change) is really nice to be able to control it in a granular way.
Nice video. I do wonder is it possible to change the Cinemachine Input Axis Controller Driven axis state? For example enabling disabling the Look orbit X via code?
Absolutely, you can write your own actually. Check out this page: docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineInputAxisController.html
Nice , I was lost when i find i cannot find the freelook or other camera when upgrade the package , so I reverted back. This helps a lot , can you tell me how to follow others code , if its few short scripts I manage but if it gets bigger like 1000-1500 lines of multiple scripts , I got lost. Thanks again for sundays lessons by the way.
For bigger scripts... well, imo people should not be writing code that is 1000 lines long in the first place... but it does happen. The easiest thing to do is collapse up all the methods in your IDE and see what the public methods and properties are. Then you get a high level overview of what the class is really about before you start looking into how it works.
I haven't tested this new version, but when I apply a CameraOffset extension to make the player character seen a bit to the left, for a third-person shooter camera, the CinemachineCollider doesn't seem to work properly. That is, when the player is next to a wall on his right side, he is able to see through it. However, with an offset of (0, 0, 0), the camera collision works correctly. Any ideas?
Not sure about that one, but in the new CM 3 there is a new component that has replaced the collider called a Deoccluder. I didn't think to mention it in the video. You could give that a try if you were to upgrade: docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineDeoccluder.html
The best solution is to use CM's ThirdPersonFollow component, which has a built-in offset and collision resolution. It's a little more complicated to set up, but it's worth it. Check out the ThirdPersonWithAimMode sample that comes with CM3.
The only thing that's not right about this video is the name you used for your spline follow class, it should be AwesomeFollow instead of SmoothFollow 😆 I do like that they split the components up more
Great tutorial! I'm sure it's just me not understanding but I don't see a straight-forward way to change the camera speed in timeline. I had a bit of success with the interface but, ideally, I'd like to send signals in timeline to change the camera speed or tween to a new speed. Any suggestions or references perhaps? Thank you again!
Happy Sunday! Finally got a chance to go through the new Cinemachine 3.1 package; some interesting things for sure!
This is probably the best Cinemachine overview that anyone has made. Very well presented, and you touched on most of the important stuff. I particularly appreciated that you didn't shy away from looking at the code and exploring some of the ways to extend Cinemachine. Hats off to you, sir!
Thank you, I appreciate that!
Unparalleled level of listening to the audience! Thanks, man! It was merely two weeks ago that I, among other viewers, suggested that you do a vid on Cinemachine and you now did 🎉
Yes indeed, this was prompted entirely by your comment, and several others! Hope you find it useful!
I love it! I learned a lot. There aren’t many resources on version 3-save for Unity’s own one-hour conversation with the lead developer.
This is something no one is covering as I've seen. Thank you!
Happy Sunday back! What a lifesaver you are. Just a few minutes ago I was checking out CM3 for a prototype trying to understand in what ways it changed vs version 2 and how to implement it best. And right at that moment you happen to upload a video on the very subject. Thank you! 🥳🙏
You are welcome! Glad to hear that!
Cinemachine 3 is way less of a headache to use now. This was a great video! Thanks for making this.
You're welcome!
This dude out here really dropping better content than the official Unity on the weekly!
I'd love a video on a versatile economy system or a questing system.
Both good ideas, I'll write those down! Thanks!
Unity has a hour long deep dive into the new 3.0 features, you definitely need to watch it. The system is a big improvement, just requires some time to adjust
Uh I wished for that one, now it‘s there. Thank you very much git-amend! :)
You're welcome!
I upgraded from 2 to 3 and it's doing all I needed to do, so didn't really expect this video to solve any problems for me, and right of the gate you come out with the SaveDuringPlay! Great video as usual.
Great to hear haha!
As always great overview, I used to really dislike how Cinemachine combined so much into a single component. This update is great. It does make me think they're prepping for DOTs integration too, which is even better.
Yes, I think you might be right.
Unity should be sponsoring this. Excellent video!
Glad you think so!
Cinemachine 3 is super intuitive for me, I had no problems using it in a new project recently for a hackathon. The only thing that kind of confused me, but didn't have a big impact on the project itself, is that for a follow camera you set offset from the target object in the position tracker component, but then the rotation composer also had a target offset field.
You are awesome for this in depth look into Cinemachine 3. Thank you for the awesome Sunday content!
My pleasure!
Hot dang, you always come out with the most relevant videos for my current projects. Literally working with Cinemachine right now
Nice, I hope this is helpful!
Excellent overview!
Thanks!
Thank God for your channel!
I appreciate that
Another banger of a video.
Thank you!
Holy.. this is amazing. Thank you so much!
You're very welcome!
💥Thanks! 💫
Hey thanks for the super!
thank you so much..
i always find it super hard to use/learn cinemachine when doing more complex stuff other than follow target.
You're very welcome!
love the vids.
Do you perhaps publish your upcoming topics?
I do not, because it really depends on how much time I have each week and that can vary. However, the topics are largely driven by requests given here in the comments and also on the Discord server there is a section just for requests as well, and sometimes members guess at what the topic is going to be based on code pushed to the repository before the release of each video.
thank you so much
No problem!
The new version looks much more appealing. Out of the gate though, I am finding it difficult to handle something as simple as updating the sensitivity of the freelook camera. I think it's the gain setting, but modifying that via code is unclear to me and the docs aren't particularly helpful. Would definitely like to know if anyone knows how to do this. Players like to control their sensitivity in options menus :D
My issue when updating to v3 is that now I can't invert the X and Y axes controls from my in-game settings menu. I was previously able to do this with the m_XAxis.m_InvertInput. I feel like the API is less exposed, and I guess that makes it easier to maintain, but having these m_ values (knowing it will change) is really nice to be able to control it in a granular way.
Nice video. I do wonder is it possible to change the Cinemachine Input Axis Controller Driven axis state? For example enabling disabling the Look orbit X via code?
Absolutely, you can write your own actually. Check out this page: docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineInputAxisController.html
Nice!
Thank you! Cheers!
Nice , I was lost when i find i cannot find the freelook or other camera when upgrade the package , so I reverted back. This helps a lot , can you tell me how to follow others code , if its few short scripts I manage but if it gets bigger like 1000-1500 lines of multiple scripts , I got lost. Thanks again for sundays lessons by the way.
For bigger scripts... well, imo people should not be writing code that is 1000 lines long in the first place... but it does happen. The easiest thing to do is collapse up all the methods in your IDE and see what the public methods and properties are. Then you get a high level overview of what the class is really about before you start looking into how it works.
Как менять sensitivity через скрипт?
I haven't tested this new version, but when I apply a CameraOffset extension to make the player character seen a bit to the left, for a third-person shooter camera, the CinemachineCollider doesn't seem to work properly. That is, when the player is next to a wall on his right side, he is able to see through it. However, with an offset of (0, 0, 0), the camera collision works correctly. Any ideas?
Not sure about that one, but in the new CM 3 there is a new component that has replaced the collider called a Deoccluder. I didn't think to mention it in the video. You could give that a try if you were to upgrade: docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineDeoccluder.html
The best solution is to use CM's ThirdPersonFollow component, which has a built-in offset and collision resolution. It's a little more complicated to set up, but it's worth it. Check out the ThirdPersonWithAimMode sample that comes with CM3.
The only thing that's not right about this video is the name you used for your spline follow class, it should be AwesomeFollow instead of SmoothFollow 😆 I do like that they split the components up more
😁
Great tutorial! I'm sure it's just me not understanding but I don't see a straight-forward way to change the camera speed in timeline. I had a bit of success with the interface but, ideally, I'd like to send signals in timeline to change the camera speed or tween to a new speed. Any suggestions or references perhaps? Thank you again!
How only 15k subs? How?
Slowly but surely :)