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    Class CinemachineComposer

    This is a deprecated component. Use CinemachineRotationComposer instead.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineComposer
    CinemachineGroupComposer
    Inherited Members
    CinemachineComponentBase.Epsilon
    CinemachineComponentBase.VirtualCamera
    CinemachineComponentBase.OnEnable()
    CinemachineComponentBase.OnDisable()
    CinemachineComponentBase.FollowTarget
    CinemachineComponentBase.LookAtTarget
    CinemachineComponentBase.FollowTargetAsGroup
    CinemachineComponentBase.FollowTargetPosition
    CinemachineComponentBase.FollowTargetRotation
    CinemachineComponentBase.LookAtTargetAsGroup
    CinemachineComponentBase.LookAtTargetPosition
    CinemachineComponentBase.LookAtTargetRotation
    CinemachineComponentBase.VcamState
    CinemachineComponentBase.BodyAppliesAfterAim
    CinemachineComponentBase.OnTransitionFromCamera(ICinemachineCamera, Vector3, float)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    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.
    If false, will clamp target to the edges of the dead zone

    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.

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