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Yes, it's interesting.
Maybe an even better approach would be to take the depth from the Z coord of the BoxCollider2D? Since it has a position in...
Confine screen edges option only exists if camera is orthographic
Can you also show the inspector for the target group?
Assuming that your CameraShake script was added to the main camera, I was able to get good results with this modified version (with listening code...
You're exactly correct: that is the problem when Framing Transposer is used. It needs to be updated after the aim.
That code generates a signal with its origin at the location of whatever gameobject this is attached to. What object is that?
Perhaps you had the same issue as in this thread?...
The jittering is in fact a known issue when Composer is used with Framing Transposer. We have fixed this for the upcoming release of...
Not sure how this is different from the approach mentioned in the quoted thread.
Also not too sure about what's being illustrated in the picture....
Yes, it's annoying.
Unfortunately there is no built-in workaround for this at the moment.
There is an experimental version of a new FreeLook,...
Maybe you could post the your code that did the shake?
Is it the case that the FreeLook LookAt and Follow target is the player's feet?
InheritPosition can get confused by that.
Try changing so that the...
You mean like this?
I'm way ahead of you ;)
Yes, give the timeline clip blend in/out time
I would assume that it's possible to work on your cutscenes in that manner, but it's not something I've tried.
Maybe someone else with more...
Can you have the main camera stuff in a skeleton scene, and load the zones as subscenes to work on them?
I think you need to keep the main scene loaded as you work on the zones. Is that not what you do?