Class CinemachineTrackedDolly
A Cinemachine Virtual Camera Body component that constrains camera motion to a CinemachinePath. The camera can move along the path.
This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning.
In Manual mode, the camera's position is specified by animating the Path Position field.
In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding
the position on the path that's closest to the virtual camera's Follow target.
Inherited Members
Namespace: Cinemachine
Syntax
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
public class CinemachineTrackedDolly : CinemachineComponentBaseFields
m_AutoDolly
Controls how automatic dollying occurs
Declaration
public CinemachineTrackedDolly.AutoDolly m_AutoDollyField Value
| Type | Description | 
|---|---|
| CinemachineTrackedDolly.AutoDolly | 
m_CameraUp
How to set the virtual camera's Up vector. This will affect the screen composition.
Declaration
public CinemachineTrackedDolly.CameraUpMode m_CameraUpField Value
| Type | Description | 
|---|---|
| CinemachineTrackedDolly.CameraUpMode | 
m_Path
The path to which the camera will be constrained. This must be non-null.
Declaration
public CinemachinePathBase m_PathField Value
| Type | Description | 
|---|---|
| CinemachinePathBase | 
m_PathOffset
Where to put the camera realtive to the path postion. X is perpendicular to the path, Y is up, and Z is parallel to the path.
Declaration
public Vector3 m_PathOffsetField Value
| Type | Description | 
|---|---|
| Vector3 | 
m_PathPosition
The position along the path at which the camera will be placed. This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target.
Declaration
public float m_PathPositionField Value
| Type | Description | 
|---|---|
| System.Single | 
m_PitchDamping
"How aggressively the camera tries to track the target rotation's X angle.
Small numbers are more responsive.  Larger numbers give a more heavy slowly responding camera.
Declaration
public float m_PitchDampingField Value
| Type | Description | 
|---|---|
| System.Single | 
m_PositionUnits
How to interpret the Path Position
Declaration
public CinemachinePathBase.PositionUnits m_PositionUnitsField Value
| Type | Description | 
|---|---|
| CinemachinePathBase.PositionUnits | 
m_RollDamping
How aggressively the camera tries to track the target rotation's Z angle.
Small numbers are more responsive.  Larger numbers give a more heavy slowly responding camera.
Declaration
public float m_RollDampingField Value
| Type | Description | 
|---|---|
| System.Single | 
m_XDamping
How aggressively the camera tries to maintain the offset perpendicular to the path. 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_YawDamping
How aggressively the camera tries to track the target rotation's Y angle.
Small numbers are more responsive.  Larger numbers give a more heavy slowly responding camera.
Declaration
public float m_YawDampingField Value
| Type | Description | 
|---|---|
| System.Single | 
m_YDamping
How aggressively the camera tries to maintain the offset in the path-local up direction. 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 parallel to the path. 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 path
Declaration
public override bool IsValid { get; }Property Value
| Type | Description | 
|---|---|
| System.Boolean | 
Overrides
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
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 that 0, no damping is done. |