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Bug Issue with FreeLookCamera rigs going "out of sync" with CinemachineInputProvider

Discussion in 'Cinemachine' started by hyperdemented, May 23, 2023.

  1. hyperdemented

    hyperdemented

    Joined:
    Sep 11, 2014
    Posts:
    3
    Hello!

    I am currently experiencing issues with the FreeLookCamera. My project is setup to switch between the FreeLookCamera (which takes input from the CinemachineInputProvider) and a CinemachineVirtualCamera, which is responsible for locking on to a target.

    If I move my control stick (the input action selected for the provider) while the secondary camera is active, once i switch back to my primary camera, the rigs will be on different places on their orbit. Meaning that if I now cycle through the bottom, middle and top rig the camera will move around like crazy. Once I disable and enable the camera, it will synchronize its rigs again, making the transition between bottom, middle and top smooth again.

    Is this behaviour intended? Does it mean I need to make sure myself, that any CinemachineCamera which is not used must not receive input from the player? Or is there a convenient way to ensure that the CinemachineInputProvider only provides input to the current active camera?

    Thank you for any help!
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,207
    What happens when you enable this in the FreeLook?

    upload_2023-5-23_15-11-51.png
     
  3. hyperdemented

    hyperdemented

    Joined:
    Sep 11, 2014
    Posts:
    3
    I've been using it this way already but I have found the problem in a different setting: I had the orbit binding mode set to "Lock to target on Assign" which just made one of the orbits (or rigs) be weirdly out of place after the transition.

    So my bad, should've been more thorough while looking through the settings! Thanks for the answer and great product btw!
     
    Gregoryl likes this.