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Question 3rd Person Follow jitter avoiding North and South poles

Discussion in 'Cinemachine' started by mechamitch, Jul 18, 2022.

  1. mechamitch

    mechamitch

    Joined:
    Jul 16, 2018
    Posts:
    5
    I have a question regarding best practice for a 3rd person camera following a 6DF vehicle, right now I'm using 3rd Person Follow assigned to a rig point behind the ship (pic with settings attached) and the behavior is perfect except that the virtual camera seems to avoid looking at either the north or south poles. Is there a fix I can implement or a better setup I should be using? Cinemachine version is 2.6.15

    Video of the behavior:


    Thanks!
     

    Attached Files:

  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,268
    In this sort of situation it's best to have Cinemachine's concept of "up" travel with the player. You can do that by assigning the player object to CMBrain's World Up Override.

    upload_2022-7-18_14-30-47.png
     
  3. mechamitch

    mechamitch

    Joined:
    Jul 16, 2018
    Posts:
    5
    Thanks a bunch! That worked perfectly, for anyone coming later I switch between multiple ships and cameras during runtime so I had to use:

    CinemachineCore.Instance.FindPotentialTargetBrain(vcam).m_WorldUpOverride = gameObject.transform;

    to assign the brain's override target during the game.
     
    Gregoryl likes this.