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Dead Zone for position, not rotation

Discussion in 'Cinemachine' started by v2-Ton-Studios, May 17, 2018.

  1. v2-Ton-Studios

    v2-Ton-Studios

    Joined:
    Jul 18, 2012
    Posts:
    161
    I'm working on a 2.5D (I guess you'd call it) game -- 3D camera, but 2D sprites -- and recently decided to switch over to Cinemachine.

    The documentation notes that the X and Y Deadzone applies to camera rotation, but I'd like it to effect position and leave rotation alone.

    I especially want this for jump. When I jump up and down and don't change surfaces (i.e. general ground position) I don't want the camera to move at all.

    I've tried a number of different configurations but nothing seems to work. The camera will always track my position.

    Is there a way to do this?

    Thanks in advance!
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    1,408
    1. Use the Framing Transposer in the Body instead of the Transposer, and put Do Nothing in Aim. That will stop the camera from rotating.
    2. Give the Framing Transposer the required dead zone
     
  3. v2-Ton-Studios

    v2-Ton-Studios

    Joined:
    Jul 18, 2012
    Posts:
    161
    Thanks for the replay @Gregoryl, but using Framing Transposer causes my camera to stop follow the player's character. It remains static -- simply framing the scene.

    What am I missing?
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    1,408
    Make sure you put your player as the Follow target
     
  5. v2-Ton-Studios

    v2-Ton-Studios

    Joined:
    Jul 18, 2012
    Posts:
    161
    Got it... seems you also have to set LookAt to null / empty.
     
    Last edited: May 18, 2018