It's nice that we can set the actual shake in unscaled time, but I've noticed that the decay time is not running on unscaled time that causes the screen to shake too much on-screen or the decay time's really slow when the time scale is low. We can just adjust the decay's transition curve sure, but how about the normal timescale? I also cannot find a setting to set its transition time to unscaled one, can someone point me at the right setting to adjust?
Anyone? Let me explain it further with an example: check the CM brain's "unscaled time" bool then shake the camera at timescale = .125 the impulse's shake speed remains normal in slow motion. but the impulse's decay transition is also slow in slow motion.
Try CinemachineImpulseManager.Instance.IgnoreTimeScale = true. Note that this is a new feature in Impulse, and is only available in the most recent CM release (available in preview).
Hi, I'm on 2.6.5 and I have a related issue. Currently, when CinemachineImpulseManager's ignoreTimeScale is set to false, when I set Unity's timeScale to 0, the camera shake will continue indefinitely while the game is "paused". I am wrong to expect setting the timeScale to 0 would pause the camera shake?
Yes, of course. The Impulse Source is on my main character, and the Impulse Listener is on my Virtual Cameras
Thanks. It looks good. When CinemachineImpulseManager.IgnoreTimescale == false, then the impulse time comes from CinemachineCore.CurrentTime, which defers to Time.time unless CinemachineCore.CurrentTimeOverride >= 0. Do you have CinemachineCore.CurrentTimeOverride set to something non-negative?
In that case, when the timescale is zero, your impulses should stop. Are you sure that the camera movement is coming from Impulse?
Yes, it is coming from impulseSource.GenerateImpulse() (i've tried multiple variants of this function). I've outputed the CurrentTimeOverride, and CurrentTime from Cinemachine. I can see that CurrentTime remains stable and override stays at -1, yet the camera continues to shake.
I've managed to replicate the issue in a very simple test project. Should I submit a bug report for this, with the sample project? Or can I post it directly here?
Sorry for the delayed response. Yes please, submit a bug report with the project. That is the best way to ensure that the issue gets tracked and dealt with properly. Many thanks for preparing this.