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Cinemachine Free Look Camera Sync between Two Instances

Discussion in 'Cinemachine' started by BenjaminFi, Jun 14, 2020.

  1. BenjaminFi

    BenjaminFi

    Joined:
    May 22, 2020
    Posts:
    1
    Hi,

    I am working a project that synchronizes two instances (executables) of the same game. The game uses a Cinemachine Free Look camera pointed towards the character. I am wondering about the minimum variables I need to synchronize between the two cameras so that they always show exactly the same view. Normally I would think that the transform.position or rotation or maybe m_heading would help but I am not very familiar with the Cinemachine Free Look camera so I am having difficulty.

    Thanks so much for your help!
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,728
    I'm having a little trouble understanding the situation. Is one FreeLook a master that accepts user input and the other is a slave that does not process any input of its own? If so, then the slave need not be a FreeLook, it just has to be a passive vcam, with "DoNothing" in Aim and Body. You would then manually set its transform every frame to match that of the master FreeLook (or of the master main camera, if you want the slave to always be a slave, even when the master is blending vcams).