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Discussion in 'Cinemachine' started by marvalgames, Nov 16, 2020.
I am using dots physics so the collider extension doesn't do anything? Work around? Thanks
For now, you'll have to make your own collider extension that queries Unity.Physics.
FYI we are working on a 100% DOTS version of Cinemachine. It's still in early stages, as the DOTS API is evolving, but it's looking very good.
@Gregoryl Any updates on the Dots version Cinemachine ??
None that I can share at this time. It's still a thing.
Hi @Gregoryl! Are there any guides/suggestions to making Cinemachine work with Unity.Physics without stuttering? My process connecting Cinemachine with DOTS is simple: create hybrid object as child of PhysicsBody. CompanionLink'ed GameObject transform updated via CopyTransformToGameObjectSystem. And I make this gameobject as Follow and LookAt targets for CinemachineVirtualCamera. No matter what I change (CinemachineBrain update method, Aim/Body types) camera not moving smooth along with body. Maybe there are some "official" methods for glueing Cinemachine and DOTS for current state of DOTS packages? Thanks in advance!
@ToniSnyder If the transforms get updated before LateUpdate then CM will see them if the Brain is set to LateUpdate. In that case, you'll have to do some kind of interpolation to adjust for the clock difference between render deltaTime and the physics fixed time step.
If you're updating UnityPhysics on the FixedUpdate clock with the brain set to FixedUpdate, then you'll need to synch the the transforms (without interpolation) after doing the physics update and before CMBrain does its FixedUpdate.
Alternatively, you can put the Brain in ManualUpdate mode and call brain.ManualUpdate after the physics has updated and the transforms have been synched.
Without more info about your game loop I can't really say why you're getting stuttering.