Class CinemachineComposer
This is a deprecated component. Use CinemachineRotationComposer instead.
Inheritance
Inherited Members
Namespace: Unity.Cinemachine
Assembly: solution.dll
Syntax
[Obsolete("CinemachineComposer has been deprecated. Use CinemachineRotationComposer instead")]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[AddComponentMenu("")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.0/manual/CinemachineComposer.html")]
public class CinemachineComposer : CinemachineComponentBase
Fields
Name | Description |
---|---|
m_BiasX | A non-zero bias will move the targt position away from the center of the soft zone |
m_BiasY | A non-zero bias will move the targt position away from the center of the soft zone |
m_CenterOnActivate | Force target to center of screen when this camera activates. |
m_DeadZoneHeight | Camera will not rotate vertically if the target is within this range of the position |
m_DeadZoneWidth | Camera will not rotate horizontally if the target is within this range of the position |
m_HorizontalDamping | How aggressively the camera tries to follow the target in the screen-horizontal direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors. |
m_LookaheadIgnoreY | If checked, movement along the Y axis will be ignored for lookahead calculations |
m_LookaheadSmoothing | Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and also increase prediction lag |
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. |
m_ScreenX | Horizontal screen position for target. The camera will rotate to the position the tracked object here |
m_ScreenY | Vertical screen position for target, The camera will rotate to to position the tracked object here |
m_SoftZoneHeight | When target is within this region, camera will gradually move to re-align towards the desired position, depending onm the damping speed |
m_SoftZoneWidth | When target is within this region, camera will gradually move to re-align towards the desired position, depending onm the damping speed |
m_TrackedObjectOffset | Target offset from the object's center in LOCAL space which the Composer tracks. Use this to fine-tune the tracking target position when the desired area is not in the tracked object's center |
m_VerticalDamping | How aggressively the camera tries to follow the target in the screen-vertical direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors. |
Properties
Name | Description |
---|---|
IsValid | True if component is enabled and has a LookAt defined |
Stage | Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage |
TrackedPoint | Internal API for inspector |
Methods
Name | Description |
---|---|
ForceCameraPosition(Vector3, Quaternion) | Force the virtual camera to assume a given position and orientation |
GetLookAtPointAndSetTrackedPoint(Vector3, Vector3, float) | Apply the target offsets to the target location. Also set the TrackedPoint property, taking lookahead into account. |
GetMaxDampTime() | Report maximum damping time needed for this component. |
MutateCameraState(ref CameraState, float) | Applies the composer rules and orients the camera accordingly |
OnTargetObjectWarped(Transform, Vector3) | This is called to notify the user that a target got warped, so that we can update its internal state to make the camera also warp seamlessy. |
PrePipelineMutateCameraState(ref CameraState, float) | Sets the state's ReferenceLookAt, applying the offset. |