You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
I know this project takes inspiration from Cinemachine, so it should make it easier to understand my proposal.
I'd like a feature to be added such as CinemachineMixingCamera.
For those who don't know, this component allows you to position the main camera between two (the immediate children to the mixing camera component) virtual cameras, according to Left and Right camera weights (seen in image above). It's essentially an interpolation that can be tweaked by these values.
In the video you can see the camera is moved further on relative to the character controlled by the player, left or right according to player horizontal movement input, so the player can actually see forward a bit in advance for better foreseeing.
To be honest, I haven't even tried phantom camera yet (should get to it today, I'd start by messing around with a simple camera that follows and targets apropiately), but I did read about all of it's features and it's hard for me to imagine how I could achieve the same results as in unity, with the current phantom camera repertoire.
However, if there is currently some way to achieve this I'd like to try it out, please let me know.
(Optional) Proposed Solution
Pretty much the same as described functioning in CinemachineMixingCamera.
The text was updated successfully, but these errors were encountered:
It does sound quite similar to the lookahead feature (#160#284), just without velocity being a factor in the camera's offset, and instead explicitly relying on another PCam's position.
I do think it can be achieved based on the current set of features by programmatically applying an offset, with a clamped value, to the PCam as you move in a given direction. It's obviously less easy to adjust than placing a separate PCam, especially if you need a more complex angle between the camera points. So MixingCamera feels like a quality-of-life feature to get around having to do that.
Project Type
3D
Feature Description
I know this project takes inspiration from Cinemachine, so it should make it easier to understand my proposal.
I'd like a feature to be added such as CinemachineMixingCamera.
For those who don't know, this component allows you to position the main camera between two (the immediate children to the mixing camera component) virtual cameras, according to Left and Right camera weights (seen in image above). It's essentially an interpolation that can be tweaked by these values.
Use Cases
https://youtu.be/Qc6q5Nk65JU
In the video you can see the camera is moved further on relative to the character controlled by the player, left or right according to player horizontal movement input, so the player can actually see forward a bit in advance for better foreseeing.
To be honest, I haven't even tried phantom camera yet (should get to it today, I'd start by messing around with a simple camera that follows and targets apropiately), but I did read about all of it's features and it's hard for me to imagine how I could achieve the same results as in unity, with the current phantom camera repertoire.
However, if there is currently some way to achieve this I'd like to try it out, please let me know.
(Optional) Proposed Solution
Pretty much the same as described functioning in CinemachineMixingCamera.
The text was updated successfully, but these errors were encountered: