Class CinemachineFramingTransposer
This is a deprecated component. Use CinemachinePositionComposer instead.
Inheritance
Inherited Members
Namespace: Unity.Cinemachine
Assembly: solution.dll
Syntax
[AddComponentMenu("")]
[Obsolete("CinemachineFramingTransposer has been deprecated. Use CinemachinePositionComposer instead")]
[CameraPipeline(CinemachineCore.Stage.Body)]
public class CinemachineFramingTransposer : CinemachineComponentBase
Fields
Name | Description |
---|---|
m_AdjustmentMode | How to adjust the camera to get the desired framing |
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_CameraDistance | The distance along the camera axis that will be maintained from the Follow target |
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_DeadZoneDepth | The camera will not move along its z-axis if the Follow target is within this distance of the specified camera distance |
m_DeadZoneHeight | Camera will not move vertically if the target is within this range of the position |
m_DeadZoneWidth | Camera will not move horizontally if the target is within this range of the position |
m_GroupFramingMode | What screen dimensions to consider when framing |
m_GroupFramingSize | How much of the screen to fill with the bounding box of the targets. |
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_MaxDollyIn | How much closer to the target can the camera go? |
m_MaxDollyOut | How much farther from the target can the camera go? |
m_MaximumDistance | Set this to limit how far from the taregt the camera can get |
m_MaximumFOV | If adjusting FOV, will not set the FOV higher than this |
m_MaximumOrthoSize | If adjusting Orthographic Size, will not set it higher than this |
m_MinimumDistance | Set this to limit how close to the target the camera can get |
m_MinimumFOV | If adjusting FOV, will not set the FOV lower than this |
m_MinimumOrthoSize | If adjusting Orthographic Size, will not set it lower than this |
m_ScreenX | Horizontal screen position for target. The camera will move to position the tracked object here |
m_ScreenY | Vertical screen position for target, The camera will move 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_TargetMovementOnly | If set, damping will apply only to target motion, and not when the camera rotation changes. Turn this on to get an instant response when the rotation changes |
m_TrackedObjectOffset | Offset from the Follow Target object (in target-local co-ordinates). The camera will attempt to frame the point which is the target's position plus this offset. Use it to correct for cases when the target's origin is not the point of interest for the camera. |
m_UnlimitedSoftZone | If checked, then then soft zone will be unlimited in size |
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 |
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 |
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 |
Properties
Name | Description |
---|---|
BodyAppliesAfterAim | FramingTransposer's algorithm tahes camera orientation as input, so even though it is a Body component, it must apply after Aim |
IsValid | True if component is enabled and has a valid Follow target |
LastBounds | For editor visulaization of the calculated bounding box of the group |
LastBoundsMatrix | For editor visualization of the calculated bounding box of the group |
Stage | Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage |
TrackedPoint | Internal API for inspector |
Methods
Name | Description |
---|---|
ForceCameraPosition(Vector3, Quaternion) | Force the virtual camera to assume a given position and orientation |
GetMaxDampTime() | Report maximum damping time needed for this component. |
MutateCameraState(ref CameraState, float) | Positions the virtual camera according to the transposer rules. |
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. |
OnTransitionFromCamera(ICinemachineCamera, Vector3, float) | Notification that this virtual camera is going live. Base class implementation does nothing. |