Class CinemachineRotationComposer
This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at the vcam's LookAt target object, with configurable offsets, damping, and composition rules.
The composer does not change the camera's position. It will only pan and tilt the camera where it is, in order to get the desired framing. To move the camera, you have to use the virtual camera's Body section.
Inheritance
Inherited Members
Namespace: Unity.Cinemachine
Assembly: solution.dll
Syntax
[AddComponentMenu("Cinemachine/Procedural/Rotation Control/Cinemachine Rotation Composer")]
[DisallowMultipleComponent]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.0/manual/CinemachineRotationComposer.html")]
public class CinemachineRotationComposer : CinemachineComponentBase, CinemachineFreeLookModifier.IModifiableComposition
Fields
Name | Description |
---|---|
CenterOnActivate | Force target to center of screen when this camera activates. |
Composition | Settings for screen-space composition |
Damping | How aggressively the camera tries to follow the target in screen space. 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. |
Lookahead | 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 a little into the future. |
TargetOffset | 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 |
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 |
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) | 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 seamlessly. |
PrePipelineMutateCameraState(ref CameraState, float) | Sets the state's ReferenceLookAt, applying the offset. |