Search Unity

  1. We want you to join us at GDC this year! Take a peek at all of the events we will be hosting during the week of GDC.
    Dismiss Notice
  2. Tell us about your experience here and you’ll get early access to the 2018 Game Studios report + more goodies.
    Dismiss Notice
  3. Unity 2017.3 has arrived! Read about it here.
    Dismiss Notice
  4. Want to see the most recent patch releases? Take a peek at the patch release page.
    Dismiss Notice
  5. We've closed the job boards. If you're looking for work, or looking to hire check out Unity Connect. You can see more information here.
    Dismiss Notice

Overriding Freecamera Cinemachine inputs or Freecamera axis inversion

Discussion in 'Cinemachine' started by sebsmax, Jul 24, 2017.

  1. sebsmax

    sebsmax

    Joined:
    Sep 8, 2015
    Posts:
    52
    It took me a while to figure it out, and it's fairly simple. So I'm posting that here to save newcomers a bit of time

    Hooking the controls to any external input system:
    Code (CSharp):
    1.      
    2.  
    3.         public void Start()
    4.         {
    5.             CinemachineCore.GetInputAxis = GetAxisCustom;
    6.         }
    7.  
    8.         public float GetAxisCustom(string axisName)
    9.         {
    10.             if(axisName == "Mouse X")
    11.             {
    12.                 return [YOUR INPUT VALUE HERE].x;
    13.             }
    14.             else if (axisName == "Mouse Y")
    15.             {
    16.                 return [YOUR INPUT VALUE HERE].y;
    17.             }
    18.  
    19.             return 0;
    20.         }
    Horizontal Axis inversion:

    Code (CSharp):
    1.      
    2.  
    3.         public void Start()
    4.         {
    5.             CinemachineCore.GetInputAxis = GetAxisCustom;
    6.         }
    7.  
    8.         public float GetAxisCustom(string axisName)
    9.         {
    10.             if(axisName == "Mouse X")
    11.             {
    12.                 return -UnityEngine.Input.GetAxis("Mouse X");
    13.             }
    14.             else
    15.                 return UnityEngine.Input.GetAxis(axisName);          
    16.         }
     
    Last edited: Jul 24, 2017