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 🎉
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!
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.
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.
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.