Class CinemachineHardLookAt
This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera hard at the LookAt target.
Inheritance
CinemachineHardLookAt
Inherited Members
Component.GetComponentIndex()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Scene)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
[AddComponentMenu("Cinemachine/Procedural/Rotation Control/Cinemachine Hard Look At")]
[DisallowMultipleComponent]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[RequiredTarget(RequiredTargetAttribute.RequiredTargets.LookAt)]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineHardLookAt.html")]
public class CinemachineHardLookAt : CinemachineComponentBase
Fields
LookAtOffset
Offset from the LookAt target's origin, in target's local space. The camera will look at this point.
Declaration
[Tooltip("Offset from the LookAt target's origin, in target's local space. The camera will look at this point.")]
public Vector3 LookAtOffset
Field Value
Type | Description |
---|---|
Vector3 |
Properties
IsValid
True if component is enabled and has a LookAt defined
Declaration
public override bool IsValid { get; }
Property Value
Type | Description |
---|---|
bool |
Overrides
Stage
Get the Cinemachine Pipeline stage that this component implements. Always returns the Aim stage
Declaration
public override CinemachineCore.Stage Stage { get; }
Property Value
Type | Description |
---|---|
CinemachineCore.Stage |
Overrides
Methods
MutateCameraState(ref CameraState, float)
Applies the composer rules and orients the camera accordingly
Declaration
public override void MutateCameraState(ref CameraState curState, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
CameraState | curState | The current camera state |
float | deltaTime | Used for calculating damping. If less than zero, then target will snap to the center of the dead zone. |