Struct CinemachineDeoccluder.ObstacleAvoidance
Settings for deoccluding the camera when obstacles are present
Inherited Members
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
[Serializable]
public struct CinemachineDeoccluder.ObstacleAvoidance
Fields
CameraRadius
Camera will try to maintain this distance from any obstacle. Increase this value if you are seeing inside obstacles due to a large FOV on the camera.
Declaration
[Tooltip("Camera will try to maintain this distance from any obstacle. Try to keep this value small. Increase it if you are seeing inside obstacles due to a large FOV on the camera.")]
public float CameraRadius
Field Value
Type | Description |
---|---|
float |
Damping
How gradually the camera returns to its normal position after having been corrected. Higher numbers will move the camera more gradually back to normal.
Declaration
[Range(0, 10)]
[Tooltip("How gradually the camera returns to its normal position after having been corrected. Higher numbers will move the camera more gradually back to normal.")]
public float Damping
Field Value
Type | Description |
---|---|
float |
DampingWhenOccluded
How gradually the camera moves to resolve an occlusion. Higher numbers will move the camera more gradually.
Declaration
[Range(0, 10)]
[Tooltip("How gradually the camera moves to resolve an occlusion. Higher numbers will move the camera more gradually.")]
public float DampingWhenOccluded
Field Value
Type | Description |
---|---|
float |
DistanceLimit
The raycast distance to test for when checking if the line of sight to this camera's target is clear.
Declaration
[Tooltip("The maximum raycast distance when checking if the line of sight to this camera's target is clear. If the setting is 0 or less, the current actual distance to target will be used.")]
public float DistanceLimit
Field Value
Type | Description |
---|---|
float |
Enabled
When enabled, will attempt to resolve situations where the line of sight to the target is blocked by an obstacle
Declaration
[Tooltip("When enabled, will attempt to resolve situations where the line of sight to the target is blocked by an obstacle")]
public bool Enabled
Field Value
Type | Description |
---|---|
bool |
MaximumEffort
Upper limit on how many obstacle hits to process. Higher numbers may impact performance. In most environments, 4 is enough.
Declaration
[Range(1, 10)]
[Tooltip("Upper limit on how many obstacle hits to process. Higher numbers may impact performance. In most environments, 4 is enough.")]
public int MaximumEffort
Field Value
Type | Description |
---|---|
int |
MinimumOcclusionTime
Don't take action unless occlusion has lasted at least this long.
Declaration
[Tooltip("Don't take action unless occlusion has lasted at least this long.")]
public float MinimumOcclusionTime
Field Value
Type | Description |
---|---|
float |
SmoothingTime
Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long.
Declaration
[Range(0, 2)]
[Tooltip("Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long")]
public float SmoothingTime
Field Value
Type | Description |
---|---|
float |
Strategy
The way in which the Deoccluder will attempt to preserve sight of the target.
Declaration
[Tooltip("The way in which the Deoccluder will attempt to preserve sight of the target.")]
public CinemachineDeoccluder.ObstacleAvoidance.ResolutionStrategy Strategy
Field Value
Type | Description |
---|---|
CinemachineDeoccluder.ObstacleAvoidance.ResolutionStrategy |
UseFollowTarget
Use the Follow target when resolving occlusions, instead of the LookAt target.
Declaration
[EnabledProperty("Enabled", "")]
public CinemachineDeoccluder.ObstacleAvoidance.FollowTargetSettings UseFollowTarget
Field Value
Type | Description |
---|---|
CinemachineDeoccluder.ObstacleAvoidance.FollowTargetSettings |