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    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
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineHardLookAt
    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)
    CinemachineComponentBase.BodyAppliesAfterAim
    CinemachineComponentBase.OnTransitionFromCamera(ICinemachineCamera, Vector3, float)
    CinemachineComponentBase.OnTargetObjectWarped(Transform, Vector3)
    CinemachineComponentBase.ForceCameraPosition(Vector3, Quaternion)
    CinemachineComponentBase.GetMaxDampTime()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
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    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
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    Object.Destroy(Object, float)
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    Object.FindObjectsOfType(Type)
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    Object.FindObjectsByType(Type, FindObjectsSortMode)
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    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
    CinemachineComponentBase.IsValid

    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
    CinemachineComponentBase.Stage

    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.

    Overrides
    CinemachineComponentBase.MutateCameraState(ref CameraState, float)
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