[Unity-Cinemachine Camera] Detailed explanation of virtual camera rotation Composer properties

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The essence of Look At and Aim is to control the rotation of the virtual camera itself. It does not necessarily have to be looking at or aiming at the game object here.

Look At and Aim use the objects in Look At as a reference to rotate themselves.

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Do nothing: The behavior shown is the same as Look At.

Composer: It is a standard aiming mode. You can use the following mode to ensure that the camera looks at the game object.

  • Open Game Window Guides

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The yellow dot refers to the location of the Look At game object.

  • Offset: offset, that is, the position where the camera is aimed, whether a certain amount of offset should be made based on the position of the object

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  • Lookahead Time: Infer an offset based on the current moving speed. This means that cinemachine will calculate the speed of the current target, predict the target's position after a period of time, and then add an offset.

  • Lookahead Smoothing: It can make the above Lookahead Time prediction algorithm smoother. When the movement of the object changes greatly, the value can be adjusted to eliminate the jitter of the lens. However, if the value is too large, it will cause a delay in prediction.

  • Lookahead Damping: If checked, the vertical movement of the target will not be predicted.

  • Horizontal Damping and Vertical Damping: Damping in the horizontal and vertical directions. The larger the value, the slower the camera will rotate.

  • ScreenX and ScreenY represent the position of Dead Zone, and the following value represents the center.

  • Dead Zone Width and Dead Zone Height: the width and height of the Dead Zone (Dead Zone: a transparent area, which reduces the sensitivity of the camera. As long as the position of the Look At object plus offset still falls in the Dead Zone, the camera will not rotate. )

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  • The blue area is the soft zone. When the position of the Look At object plus offset falls into the soft zone, the virtual camera will rotate so that the position of the Look At object plus offset returns to the transparent Dead Zone. Soft Zone Width and Soft Zone Height: respectively the width and height of the Soft Zone

  • Bias X and Bias Y represent the offset of the soft zone

  • Center On Activate: When checked, when the current virtual camera is activated, it will place the target in the center and then offset it.

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The outer red area is the area where the position of the Look At object plus offset will never fall into the area. No matter what, the position of the Look At object plus offset will fall into the blue area.

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When the angle of Aim is Same As Follow Target, the angle of the virtual camera will be consistent with the target. Damping is the damping coefficient. The larger the coefficient, the slower the camera will follow.

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Origin blog.csdn.net/weixin_60154963/article/details/132686364