Class CinemachineFramingTransposer
This is a Cinemachine Component in the Body section of the component pipeline. Its job is to position the camera in a fixed screen-space relationship to the vcam's Follow target object, with offsets and damping.
The camera will be first moved along the camera Z axis until the Follow target is at the desired distance from the camera's X-Y plane. The camera will then be moved in its XY plane until the Follow target is at the desired point on the camera's screen.
The FramingTansposer will only change the camera's position in space. It will not re-orient or otherwise aim the camera.
For this component to work properly, the vcam's LookAt target must be null. The Follow target will define what the camera is looking at.
If the Follow target is a CinemachineTargetGroup, then additional controls will be available to dynamically adjust the camera's view in order to frame the entire group.
Although this component was designed for orthographic cameras, it works equally well with persective cameras and can be used in 3D environments.
Inherited Members
Namespace: Cinemachine
Syntax
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public class CinemachineFramingTransposer : CinemachineComponentBaseFields
m_AdjustmentMode
How to adjust the camera to get the desired framing
Declaration
public CinemachineFramingTransposer.AdjustmentMode m_AdjustmentModeField Value
| Type | Description | 
|---|---|
| CinemachineFramingTransposer.AdjustmentMode | 
m_BiasX
A non-zero bias will move the targt position away from the center of the soft zone
Declaration
public float m_BiasXField Value
| Type | Description | 
|---|---|
| System.Single | 
m_BiasY
A non-zero bias will move the targt position away from the center of the soft zone
Declaration
public float m_BiasYField Value
| Type | Description | 
|---|---|
| System.Single | 
m_CameraDistance
The distance along the camera axis that will be maintained from the Follow target
Declaration
public float m_CameraDistanceField Value
| Type | Description | 
|---|---|
| System.Single | 
m_CenterOnActivate
Force target to center of screen when this camera activates. If false, will clamp target to the edges of the dead zone
Declaration
public bool m_CenterOnActivateField Value
| Type | Description | 
|---|---|
| System.Boolean | 
m_DeadZoneDepth
The camera will not move along its z-axis if the Follow target is within this distance of the specified camera distance
Declaration
public float m_DeadZoneDepthField Value
| Type | Description | 
|---|---|
| System.Single | 
m_DeadZoneHeight
Camera will not move vertically if the target is within this range of the position
Declaration
public float m_DeadZoneHeightField Value
| Type | Description | 
|---|---|
| System.Single | 
m_DeadZoneWidth
Camera will not move horizontally if the target is within this range of the position
Declaration
public float m_DeadZoneWidthField Value
| Type | Description | 
|---|---|
| System.Single | 
m_GroupFramingMode
What screen dimensions to consider when framing
Declaration
public CinemachineFramingTransposer.FramingMode m_GroupFramingModeField Value
| Type | Description | 
|---|---|
| CinemachineFramingTransposer.FramingMode | 
m_GroupFramingSize
How much of the screen to fill with the bounding box of the targets.
Declaration
public float m_GroupFramingSizeField Value
| Type | Description | 
|---|---|
| System.Single | 
m_LookaheadIgnoreY
If checked, movement along the Y axis will be ignored for lookahead calculations
Declaration
public bool m_LookaheadIgnoreYField Value
| Type | Description | 
|---|---|
| System.Boolean | 
m_LookaheadSmoothing
Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and also increase prediction lag
Declaration
public float m_LookaheadSmoothingField Value
| Type | Description | 
|---|---|
| System.Single | 
m_LookaheadTime
This setting will instruct the composer to adjust its target offset based on the motion of the target. The composer will look at a point where it estimates the target will be this many seconds into the future. Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly.
Declaration
public float m_LookaheadTimeField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MaxDollyIn
How much closer to the target can the camera go?
Declaration
public float m_MaxDollyInField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MaxDollyOut
How much farther from the target can the camera go?
Declaration
public float m_MaxDollyOutField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MaximumDistance
Set this to limit how far from the taregt the camera can get
Declaration
public float m_MaximumDistanceField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MaximumFOV
If adjusting FOV, will not set the FOV higher than this
Declaration
public float m_MaximumFOVField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MaximumOrthoSize
If adjusting Orthographic Size, will not set it higher than this
Declaration
public float m_MaximumOrthoSizeField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MinimumDistance
Set this to limit how close to the target the camera can get
Declaration
public float m_MinimumDistanceField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MinimumFOV
If adjusting FOV, will not set the FOV lower than this
Declaration
public float m_MinimumFOVField Value
| Type | Description | 
|---|---|
| System.Single | 
m_MinimumOrthoSize
If adjusting Orthographic Size, will not set it lower than this
Declaration
public float m_MinimumOrthoSizeField Value
| Type | Description | 
|---|---|
| System.Single | 
m_ScreenX
Horizontal screen position for target. The camera will move to position the tracked object here
Declaration
public float m_ScreenXField Value
| Type | Description | 
|---|---|
| System.Single | 
m_ScreenY
Vertical screen position for target, The camera will move to to position the tracked object here
Declaration
public float m_ScreenYField Value
| Type | Description | 
|---|---|
| System.Single | 
m_SoftZoneHeight
When target is within this region, camera will gradually move to re-align towards the desired position, depending onm the damping speed
Declaration
public float m_SoftZoneHeightField Value
| Type | Description | 
|---|---|
| System.Single | 
m_SoftZoneWidth
When target is within this region, camera will gradually move to re-align towards the desired position, depending onm the damping speed
Declaration
public float m_SoftZoneWidthField Value
| Type | Description | 
|---|---|
| System.Single | 
m_UnlimitedSoftZone
If checked, then then soft zone will be unlimited in size
Declaration
public bool m_UnlimitedSoftZoneField Value
| Type | Description | 
|---|---|
| System.Boolean | 
m_XDamping
How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors
Declaration
public float m_XDampingField Value
| Type | Description | 
|---|---|
| System.Single | 
m_YDamping
How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors
Declaration
public float m_YDampingField Value
| Type | Description | 
|---|---|
| System.Single | 
m_ZDamping
How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors
Declaration
public float m_ZDampingField Value
| Type | Description | 
|---|---|
| System.Single | 
Properties
IsValid
True if component is enabled and has a valid Follow target
Declaration
public override bool IsValid { get; }Property Value
| Type | Description | 
|---|---|
| System.Boolean | 
Overrides
LastBounds
For editor visulaization of the calculated bounding box of the group
Declaration
public Bounds LastBounds { get; }Property Value
| Type | Description | 
|---|---|
| Bounds | 
LastBoundsMatrix
For editor visualization of the calculated bounding box of the group
Declaration
public Matrix4x4 LastBoundsMatrix { get; }Property Value
| Type | Description | 
|---|---|
| Matrix4x4 | 
Stage
Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage
Declaration
public override CinemachineCore.Stage Stage { get; }Property Value
| Type | Description | 
|---|---|
| CinemachineCore.Stage | 
Overrides
TrackedPoint
Internal API for inspector
Declaration
public Vector3 TrackedPoint { get; }Property Value
| Type | Description | 
|---|---|
| Vector3 | 
Methods
MutateCameraState(ref CameraState, Single)
Positions the virtual camera according to the transposer rules.
Declaration
public override void MutateCameraState(ref CameraState curState, float deltaTime)Parameters
| Type | Name | Description | 
|---|---|---|
| CameraState | curState | The current camera state | 
| System.Single | deltaTime | Used for damping. If less than 0, no damping is done. | 
Overrides
OnTargetObjectWarped(Transform, Vector3)
This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy.
Declaration
public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)Parameters
| Type | Name | Description | 
|---|---|---|
| Transform | target | The object that was warped | 
| Vector3 | positionDelta | The amount the target's position changed |