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Cinemachine with invector

Discussion in 'Cinemachine' started by DeidreReay, Jan 29, 2020.

  1. DeidreReay

    DeidreReay

    Joined:
    Oct 28, 2019
    Posts:
    48
    Basically I set up a box collider trigger that sets off timleine director and cinemachine. Now Once that is over when I rewalk through the box collider the camera jolts/ zooms in every so quickly but noticeable. Will happen everytime. Any ideas what I need to do?? I followed this tutorial which worked great but this is the issue I am having now. Thanks in advance.

     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,268
    Not sure what you want to fix. Do you want the cinematic to happen only the first time you walk through the collider? If so, then your script that starts the timeline can also disable the collider so that it becomes inactive in the future. Or something like that.
     
  3. DeidreReay

    DeidreReay

    Joined:
    Oct 28, 2019
    Posts:
    48
    I actually got it solved. Was stupid really. I had the box collider set to default and then realized that the camera culls on default layer. Changed layer to trigger and everything is fine. Thanks for taking a look for me.
     
    Gregoryl likes this.
  4. andrezakhya

    andrezakhya

    Joined:
    Oct 25, 2018
    Posts:
    1
    Hello,
    WIthin the Cinemachine/Invector workflow, is there a way to have a smooth transition between cameras ?
     
  5. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
    Posts:
    7,268
    Yes, give the timeline clip blend in/out time
     
  6. leelavinodh

    leelavinodh

    Joined:
    Feb 20, 2016
    Posts:
    2
    Hi, by referring to the tutorial mentioned
    I tried to make a cutscene having a conversation but while I tried to play the game, the invector player is getting moved away to a different position. Could someone let me know how to address this issue?

    While Playing within the timeline.



    While Playing Game View
     
  7. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,268
    Sorry, but it's hard to tell from your video what the problem is. I am not familiar with Invector and do not know how you've set up the the game objects.

    Normally, for Cinemachine to play nicely with a third party camera controller script, you have to have the third party script operate on a game object with a passive CinemachineVirtualCamera component (i.e. one with Do Nothing in both Aim and Body) instead of a Camera component. Then you have a separate game object with a Camera component and a Cinemachine Brain. That way, the third party script controls the virtual camera, which then controls the camera. When another virtual camera takes control of the main camera (e.g. when you play the cinematic), the third party camera won't move and when it regains control of the camera it will be where it was before.

    I that how you've set it up?