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How to make Cinemachine still follow player when Time.timeScale = 0?

Discussion in 'Cinemachine' started by optimise, Aug 7, 2019.

  1. optimise

    optimise

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    I have the use case that when Time.timeScale = 0 I still want Cinemachine moving and follow the player but what I found is Cinemachine not able to do this or did I missing something? I reset the player position to a position that quite far from Cinemachine position and immediately set Time.timeScale = 0, Cinemachine will just stop at there and not follow player.
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

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    There is an "Ignore TimeScale" checkbox on the CM brain. Try that.
     
  3. optimise

    optimise

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    I already tried that but I does not work as expected.
     
  4. Gregoryl

    Gregoryl

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    Can you be more specific? What happens when you set that option?
     
  5. vangestelk

    vangestelk

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    Hey I think I have the same problem. When I Set the option to ignore set scale it still doesnt follow when the time scale is at 0.
    Edit: If I set to something really low but it isn't 0 it works. Is this the expected behaviour?
     
  6. Gregoryl

    Gregoryl

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    What version of CM are you using?
     
  7. PieterAlbers

    PieterAlbers

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    I have the same issue. It seems the ignoreTimeScale on the Brain is only for Blends.
    I would like to have the possibility for e.g. a FreeLook Camera to work when timeScale is 0 as well.

    We are using CM 3.0.1. Is this possible @Gregoryl?


    [EDIT] I did some more testing and it seems that a more simple follow cam is indeed working even when the timescale is 0. Only the (default) free look camera is not. Might have something to do with the input being scaled?
     
    Last edited: Apr 4, 2024
    Gregoryl likes this.
  8. Gregoryl

    Gregoryl

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    Indeed yes, there is no option in InputAxisController to ignore timescale. We will fix it.
     
    PieterAlbers likes this.