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You can use cinemachine and trigger areas in which you use code to activate a specific cinemachine object when the player enters the trigger zone. That's one example of how you can use code for a cinemachine.
@@CodeMonkeyUnity thanks allot, i was struggling to find a way to change the target transform during runtime because the thing it needed to follow would be spawned when the game ran from an array of choices
Hmm sure, making a first person camera is just one of the many possible use cases of Cinemachine. If that's all you want then sure I guess you don't need cinemachine at all.
Great. I've currently got a manual swivel and stick on my game camera. The movement is too choppy. I'm going to have a look at Cinemachine, since I'm going to have to produce some cut scenes eventually as well.
There are no tutorials on how to use the state driven camera for 2D anywhere online :( I tried to use it but it doesn't change the perspectives depending on the animations as it should, which is the whole point
is there a way to also move the camera slightly by moving the mouse? sort of like a micro pan across ? my best explanation of the thing i am looking for is the way little nightmares camera works
You would just need some basic logic taking the mouse world position, checking the distance from the center of the screen and moving the object that the virtual camera is following towards that direction by some fraction of that distance.
Hello ! I know this video is old, but I got a problem with cinemachine... I set the virtual camera, assign the player in Follow and Look At just as you did, but in play mode when I move my player the camera rotate and spin around the player, keeping him at the center. Plss help me !
Look at the camera options, I don't remember the exact option but you want it set to Absolute position and not relative so that when it applies the offset 0,0,-10 it is always applying that offset in world space and not local space based on player rotation And make sure the virtual camera is not a child of the player
this priority value is the reason i don't like Cinemachine because the mest up with all the camera's i have in my game instead to stay in whatever camera i wand to. I do not know why but with Cinemachine it very likely to mest up my cameras and those values are very confusing to my. the main reason i don't like Cinemachine it's exactly the reason you have said the have one camera activity at it time my game have the option to play split scenes that mean more the one camera that needs to be active. and don't wand the camera's to mest up and become active wean i don't want.
Hey have you yet (or will you soon) do a video on how you got that lighting to work on the sprite-in-3D world? I’ve been going for a xenogearsv(and other mid ps1 era games) look, but always run into hiccougs with the lighting.
I got it to work by using a Spotlight and Directional Light set to Realtime. If it's baked it can work with Light Probes. I did have tons of issues with lighting when making a mini-game that uses the mixed 3D and 2D world, so it's definitely not an area I'm very experienced in since up until now pretty much all of my work has been done in 2D.
Hello, thanks for this usefull and awesome video as always. I have a question, in my Unity editor in playmode my cinemachine seems fine but when I make a build of my project it become very slow(😭) can someone help me please!!???
Is it just the camera or your whole game is slow? Sounds weird that cienmachine would be what is slowing it down. Check the logs to see if you have any errors in the build ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-2ta9-N3kvYs.html
In pakage manager, I see Unity Registry, In Project, My Assets, Build In package. I cannot find all Assets option. And i search but did not gind cinemachine anywhere. Where could I find cinemachine.
Hey there! I wanted to ask you, how did you make that 2d character in a 3d world but with a nice shadow? Sprites don't tend to have shadows or interact with light sources, I thought? Thank you :)
it does not make any sense to me but somehow the Lerp was counting up instead of down. so i switched the startingintensity with 0... but seriously it does not make sense.. but for some reason it works cinemachineBasicMultiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(0f, startingIntensity, shakeTimer/shakeTimerTotal);
I need a tutorial on how to bake lights on prefab, I'm working on a endless runner 2.5d where platforms are instantiate on run time can you do something like that script for it?
@@bezoro-personal there's a online script that you can get for baking on prefab but result with is very bad, btw what you mean by "baking light in a level that is not preset and completly static? my platforms arre set to static and baking light is recommended for performance, tried real time and its taking lot of performance.
does anyone know the codemonkey course that deals with the missing "PostProcessingVolume" script ? The unitypackage is playable BUT the player is just pink(Character>Body>Player outline(MArterial) > Legacy Shader "Pink Ball"). How do I convert the Texture -> (SwordTwoHAndedBack) to URP so I can see His player ?
Post processing in URP uses the Volume component and not the PP package unitycodemonkey.com/video.php?v=vmwdKK-GZDc Also textures don't require any conversion, only the shaders used by the material. The converter tool should fix every non-custom shader docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/features/rp-converter.html
How do i trigger a cinematic camera move if my player picks up a key? In other words, if i was to pick up a key i want the camera to pan over to the door it just opened in a 2d project. Thanks ahead of time for anyone with answers!
@@CodeMonkeyUnity In my experience, it happens when the Player jumps of cliffs for example and theres a long distance until it touches the ground. In that timeframe, the Y velocity of the player keeps increasing negatively that the camera eventually lags behind until the Player stops. Im thinking maybe the Gravity might be a factor. I am also implementing a WallJump ability and if I set the power too high, when the Player jumps off the Wall, it will be pushed in the opposite direction at a high speed that the camera again will have issues following the Player. I will play along more with the properties of the Camera. I am using a smooth damping atm, but that seems to be the issue when at higher speeds. I think that when there was no smoth damping, the camera was locked to the player. I havent got to that point yet, but Im thinking I might need smooth damping to make a Parallax Scorlling effect in the background.
Make sure at the top of the Package Manager that you have "Packages: Unity Registry" selected instead of the default "Packages: In Project". Cinemachine should show up then.