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    Class CinemachineFramingTransposer

    This is a deprecated component. Use CinemachinePositionComposer instead.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineFramingTransposer
    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.PrePipelineMutateCameraState(ref CameraState, float)
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    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.

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