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Unexpected Jerky Camera Transition

Discussion in 'Cinemachine' started by thatscraigz, Mar 27, 2020.

  1. thatscraigz

    thatscraigz

    Joined:
    Mar 27, 2015
    Posts:
    93
    Hiya :D

    Quick question, I'm getting some unexpectedly rough camera transitions on my start screen.

    The setup is this:
    I have a bunch of higher priority scenario cameras for when the scene loads, it only activates one of them. Seen here is the catapult camera. After the player presses a button, it turns off this camera, and there is another camera (always on) which is a sort of isometric view, but not an isometric camera. They have very different FOVs and the isometric-ish camera is nested under another game object that is rotating.



    Higher priority scenario camera that gets turned off


    Lower priority nested vcam


    I would really appreciate any advice, thanks for all the great support! :D

    -craigz
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,233
    Because your vcams don't have LookAt targets set, it's impossible to CM to blend intelligently between them - all it can do is lerp and slerp, and these are decoupled. Can you try adding a LookAt target to the vcams? Only as a hint for the transition logic.
     
    pb0o6 likes this.
  3. thatscraigz

    thatscraigz

    Joined:
    Mar 27, 2015
    Posts:
    93
    This has certainly helped! :D but it was still super wonky I think because of how extreme the angle changes are :/ thank you for your help as ever Gregoryl!