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Discussion in 'Cinemachine' started by caixiang, Jun 27, 2017.
But I already try every params ... still can't fixed the "Thin wall" problem
I don't understand. Can you elaborate, please? Describe the problem and show the vcam/collider inspectors.
the scene view:
the game view:
the mixed layers are include this thin wall...
the thin wall is between the lookat point and the collider.
but the camera still behind the wall .
Try reducing the collider's "minimum distance from target" setting. Obstacles closer than that are ignored.
I set the "minimum distance from target" to 0.05 ... but the problem still not fix
Try also reducing camera radius very low.
Does it stop happening when the wall is thicker? How thick does the wall have to be before it works?
Where would you like the camera to be, in this situation?
When the wall is thick, it will not happen. Generally speaking, if the wall is more than 0.5 m thick, there will be no problem.
But in our game, the walls of the house are relatively thin, so when the character is inside the house, the camera is found outside the house.
What happens if you also reduce camera radius to 0?
I just tried to adjust the camera radius to 0.01, still can't solve the problem.
And if the camera radius is 0, it will ignore any wall
Set the Distance Limit to 0 also
This is my config
The wall is 0.5m thin
ok, thanks for that.
Is it possible that the player geometry itself is being avoided? It helps to use the IgnoreTag setting, and to tag all the geometry of the player with it. Can you try that?
If that doesn't help, we'll have to keep simplifying the collider parameters until it starts working again, to narrow it down.
"player geometry" means Colliders or the SkinMeshs?
Colliders. Just tag the player game object and all its GameObject descendents.
And no matter I try Ignore or NoIgnore this tag, it doesn't help...
Can you try changing the collider algorithm to "pull camera forward"? That's the simplest setting. Turn off all damping. Set "collide against" to everything, and "transparent layers" to Nothing. Make everything as simple as possible.
I think I understand, I misunderstood the meaning of "Transparent Layers", and then I mistakenly checked this Layer setting, causing the wall to be ignored.
Sorry for waste your time my bad
Summarize the problem of solving this "thin wall"
1, camera radius -> 0.01
2, limit distance -> 0
3. Don't let the Transparent Layer contain walls
No worries! Although... I wonder why it worked when the wall was thicker...
I noticed that it will take effect when the camera collider collides with the wall.
But very strange
Distance Limit == 0 --> work
Distance Limit == 0.01 --> not work