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    Class CinemachinePositionComposer

    This is a Cinemachine Component in the Body section of the component pipeline. Its job is to position the camera in a fixed screen-space relationship to the camera's Tracking target object, with offsets and damping.

    The camera will be first moved along the camera Z axis until the target is at the desired distance from the camera's X-Y plane. The camera will then be moved in its XY plane until the target is at the desired point on the camera's screen.

    The Position Composer will only change the camera's position in space. It will not re-orient or otherwise aim the camera.

    For this component to work properly, the camera's tracking target must not be null. The tracking target will define what the camera is looking at.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachinePositionComposer
    Implements
    CinemachineFreeLookModifier.IModifiablePositionDamping
    CinemachineFreeLookModifier.IModifiableDistance
    CinemachineFreeLookModifier.IModifiableComposition
    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)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
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    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
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    MonoBehaviour.StopCoroutine(Coroutine)
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    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
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    Namespace: Unity.Cinemachine
    Assembly: Unity.Cinemachine.dll
    Syntax
    [AddComponentMenu("Cinemachine/Procedural/Position Control/Cinemachine Position Composer")]
    [DisallowMultipleComponent]
    [CameraPipeline(CinemachineCore.Stage.Body)]
    [RequiredTarget(RequiredTargetAttribute.RequiredTargets.Tracking)]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachinePositionComposer.html")]
    public class CinemachinePositionComposer : CinemachineComponentBase, CinemachineFreeLookModifier.IModifiablePositionDamping, CinemachineFreeLookModifier.IModifiableDistance, CinemachineFreeLookModifier.IModifiableComposition

    Fields

    CameraDistance

    The distance along the camera axis that will be maintained from the target

    Declaration
    [Header("Camera Position")]
    [Tooltip("The distance along the camera axis that will be maintained from the target")]
    public float CameraDistance
    Field Value
    Type Description
    float

    CenterOnActivate

    Force target to center of screen when this camera activates.
    If false, will clamp target to the edges of the dead zone

    Declaration
    [Tooltip("Force target to center of screen when this camera activates.  If false, will clamp target to the edges of the dead zone")]
    public bool CenterOnActivate
    Field Value
    Type Description
    bool

    Composition

    Settings for screen-space composition

    Declaration
    [Header("Composition")]
    public ScreenComposerSettings Composition
    Field Value
    Type Description
    ScreenComposerSettings

    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.

    Declaration
    [Tooltip("How aggressively the camera tries to follow the target in the 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.")]
    public Vector3 Damping
    Field Value
    Type Description
    Vector3

    DeadZoneDepth

    The camera will not move along its z-axis if the target is within this distance of the specified camera distance

    Declaration
    [Tooltip("The camera will not move along its z-axis if the target is within this distance of the specified camera distance")]
    public float DeadZoneDepth
    Field Value
    Type Description
    float

    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.

    Declaration
    [FoldoutWithEnabledButton("Enabled")]
    public LookaheadSettings Lookahead
    Field Value
    Type Description
    LookaheadSettings

    TargetOffset

    Offset from the 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.

    Declaration
    [Header("Target Tracking")]
    [Tooltip("Offset from the 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.")]
    [FormerlySerializedAs("TrackedObjectOffset")]
    public Vector3 TargetOffset
    Field Value
    Type Description
    Vector3

    Properties

    BodyAppliesAfterAim

    FramingTransposer algorithm takes camera orientation as input, so even though it is a Body component, it must apply after Aim

    Declaration
    public override bool BodyAppliesAfterAim { get; }
    Property Value
    Type Description
    bool
    Overrides
    CinemachineComponentBase.BodyAppliesAfterAim

    IsValid

    True if component is enabled and has a valid Follow target

    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 Body stage

    Declaration
    public override CinemachineCore.Stage Stage { get; }
    Property Value
    Type Description
    CinemachineCore.Stage
    Overrides
    CinemachineComponentBase.Stage

    Methods

    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation

    Declaration
    public override void ForceCameraPosition(Vector3 pos, Quaternion rot)
    Parameters
    Type Name Description
    Vector3 pos

    World-space position to take

    Quaternion rot

    World-space orientation to take

    Overrides
    CinemachineComponentBase.ForceCameraPosition(Vector3, Quaternion)

    GetMaxDampTime()

    Report maximum damping time needed for this component.

    Declaration
    public override float GetMaxDampTime()
    Returns
    Type Description
    float

    Highest damping setting in this component

    Overrides
    CinemachineComponentBase.GetMaxDampTime()

    MutateCameraState(ref CameraState, float)

    Positions the virtual camera according to the transposer rules.

    Declaration
    public override void MutateCameraState(ref CameraState curState, float deltaTime)
    Parameters
    Type Name Description
    CameraState curState

    The current camera state

    float deltaTime

    Used for damping. If less than 0, no damping is done.

    Overrides
    CinemachineComponentBase.MutateCameraState(ref CameraState, float)

    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.

    Declaration
    public override void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
    Parameters
    Type Name Description
    Transform target

    The object that was warped

    Vector3 positionDelta

    The amount the target's position changed

    Overrides
    CinemachineComponentBase.OnTargetObjectWarped(Transform, Vector3)

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live. Base class implementation does nothing.

    Declaration
    public override bool OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
    Parameters
    Type Name Description
    ICinemachineCamera fromCam

    The camera being deactivated. May be null.

    Vector3 worldUp

    Default world Up, set by the CinemachineBrain

    float deltaTime

    Delta time for time-based effects (ignore if less than or equal to 0)

    Returns
    Type Description
    bool

    True if the vcam should do an internal update as a result of this call

    Overrides
    CinemachineComponentBase.OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Implements

    CinemachineFreeLookModifier.IModifiablePositionDamping
    CinemachineFreeLookModifier.IModifiableDistance
    CinemachineFreeLookModifier.IModifiableComposition
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