[Unity] Calculation exception in LateUpdate caused by Cinemachine mixing

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The default BlendUpdateMethod in CinemachineBrain is updated using LateUpdate, which is also the mode we often use.

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But in this mode, since the Cinemachine plugin sets the execution order of this script to 100 by default.

Other scripts we write default to execution order 0. So our LateUpdate is actually executed before the CinemachineBrain position is mixed.

If the coordinates are switched through the main camera at this time, such as the local to the world, and the world to the local, the result will be abnormal.

The script execution order of the written script should be adjusted to after CinemachineBrain.

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Origin blog.csdn.net/boyZhenGui/article/details/128565054