I love Cinemachine and use it every time I'm using Unity; it makes it much easier to follow classic cinematography tricks with my game camera. However, it is so easy to get overwhelmed by the number of settings! I'll be going through this whole tutorial tomorrow to figure out what I'm missing on my current project. Thank you for implementing such an intrinsically useful tool, and I'm sure this will be a fun tutorial.
The Cinemachine Virtual Camera Aim section in the inspector in Unity 2021 is "DO Nothing" by default, in this tutorial it is set to Composer and not mentioned, this drove me nuts for about an hour..
Could you explain why you are doing things, just listing features and steps isn't much of a tutorial. Additionally following your steps, causes the play view to use the new virtual camera, but it will not follow any transforms i try.
I can confirm that following these exact steps on Unity 2021.3.6f does not result in Cinemachine taking control of the camera; I still get the same behavior as before. There must be a missing step added later.
I have the same setup but my PlayerIdle animation sends the character back to the scene root... How can I set it to stay where the walk animation ends?
And you can curved your playable character´s path? I mean, can you modified the sidescroller linear path and make two possible paths that are not necessary always left, right?
Thanks, but what I meant was that if the target rotates, I don't want that to affect the position of the camera, by default it works as if the camera was parented to the target transform. I changed the thing to World Position and that solved the issue... and worked as I expected. I do want the camera to rotate looking at the target, I just don't want it to move if the target rotates.
VERY URGENT. I would like to rise very important problem with Cinemachine. It is not compatible with play mode. I have new version of Unity and Cinemachine. If I use default cameras from Unity they behave the same in play mode and timeline. But... when I use cinemachine cameras movement from timeline is different than the one on play mode!?!? So how we are spouses to use it?!?! Don't tell that people are using it because it is NOT WORKING AT ALL.
Love you guys, for your dedication to clarity and useful documentation. And this
Thank you
I love Cinemachine and use it every time I'm using Unity; it makes it much easier to follow classic cinematography tricks with my game camera. However, it is so easy to get overwhelmed by the number of settings!
I'll be going through this whole tutorial tomorrow to figure out what I'm missing on my current project. Thank you for implementing such an intrinsically useful tool, and I'm sure this will be a fun tutorial.
The Cinemachine Virtual Camera Aim section in the inspector in Unity 2021 is "DO Nothing" by default, in this tutorial it is set to Composer and not mentioned, this drove me nuts for about an hour..
This had me watching several times
You helped me a lot!!!
You deserve higher place in comments.
Could you explain why you are doing things, just listing features and steps isn't much of a tutorial. Additionally following your steps, causes the play view to use the new virtual camera, but it will not follow any transforms i try.
This is great! Thank you for the awesome introduction!
I can confirm that following these exact steps on Unity 2021.3.6f does not result in Cinemachine taking control of the camera; I still get the same behavior as before. There must be a missing step added later.
i cannot find any download links.
I not see the virtual camera gizmo...why? the gizmo is on
Where can I download the example scene to follow the tutorial along?
Were you ever able to get the example scene?
@@emilyinaba5881 Sadly nope
Can't do transition from one virtual camera to the other in Timeline following the exact instruction (I am using 2019.3.11f)
I have the same setup but my PlayerIdle animation sends the character back to the scene root... How can I set it to stay where the walk animation ends?
The camera wont follow
Hello there! I have a question. Does this tool (Cinemachine) can be used for 2.5D sidescroller videogame?
I mean, you can keep track of your character while playing with different number of camera positions and angles? Like a truly cinematic experience?
Yes, you can. Download it and give it a try. It's free. - Matt S.
And you can curved your playable character´s path? I mean, can you modified the sidescroller linear path and make two possible paths that are not necessary always left, right?
@@veijiouuuu learn to read documentation
@@unity Thanks! I have already testing! :)
How do you just follow the position and not the rotation of the target?
Thanks, but what I meant was that if the target rotates, I don't want that to affect the position of the camera, by default it works as if the camera was parented to the target transform.
I changed the thing to World Position and that solved the issue... and worked as I expected.
I do want the camera to rotate looking at the target, I just don't want it to move if the target rotates.
to me not work AT ALL
Thanks
This video could be summarized under 2 minuets
VERY URGENT. I would like to rise very important problem with Cinemachine. It is not compatible with play mode. I have new version of Unity and Cinemachine. If I use default cameras from Unity they behave the same in play mode and timeline. But... when I use cinemachine cameras movement from timeline is different than the one on play mode!?!? So how we are spouses to use it?!?! Don't tell that people are using it because it is NOT WORKING AT ALL.
日本語にして!