It's not clear why you have that stuttering. Can you please post: an image of your vcam inspector and image of your CM Brain inspector what version of CM and Unity you are using
Hmmm... everything looks fine and dandy. It's not immediately obvious why you're getting the stuttering. Would you be willing to export a unitypackage containing a simple and lightweight reproduction of this problem, and send it to me?
Thanks for packaging that up! Well, I think your use case pushes the collider way beyond its intended purpose. There aren't any settings that will get rid of the artifacts, unfortunately. We'll have to come up with a new strategy. Can you describe qualitatively how you'd like the camera to behave? For example: "as if a cameraman is walking along behind the character. When the character is obstructed by a hill, I'd like the camera to do X".
If you just want a camera that follows the terrain at a fixed height from the surface, then the solution is quite simple: replace the CinemachineCollider with an extension that hugs the camera to the terrain. Here is an example of one: Code (CSharp): using UnityEngine; using Cinemachine; [AddComponentMenu("")] // Hide in menu [SaveDuringPlay] #if UNITY_2018_3_OR_NEWER [ExecuteAlways] #else [ExecuteInEditMode] #endif public class CinemachineTerrainHugger : CinemachineExtension { public TerrainCollider m_Terrain; public float m_CameraHeight = 1; private void OnValidate() { m_CameraHeight = Mathf.Max(0, m_CameraHeight); } protected override void PostPipelineStageCallback( CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage, ref CameraState state, float deltaTime) { if (stage == CinemachineCore.Stage.Body && m_Terrain != null) { var b = m_Terrain.bounds; var camPos = state.CorrectedPosition; camPos.y = b.max.y + 1; if (m_Terrain.Raycast(new Ray(camPos, Vector3.down), out RaycastHit hit, b.max.y - b.min.y + 2)) { camPos = hit.point; camPos.y += m_CameraHeight; state.PositionCorrection += camPos - state.CorrectedPosition; } } } }
Sorry for the (very) late reply, been kind of busy with other projects. Will test it as soon as I can! Thanks for the help!