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: Unity.Cinemachine.dll
Syntax
[AddComponentMenu("Cinemachine/Procedural/Rotation Control/Cinemachine Rotation Composer")]
[DisallowMultipleComponent]
[CameraPipeline(CinemachineCore.Stage.Aim)]
[RequiredTarget(RequiredTargetAttribute.RequiredTargets.LookAt)]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineRotationComposer.html")]
public class CinemachineRotationComposer : CinemachineComponentBase, CinemachineFreeLookModifier.IModifiableComposition
Fields
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 Vector2 Damping
Field Value
Type | Description |
---|---|
Vector2 |
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
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
Declaration
[Header("Target Tracking")]
[Tooltip("Target offset from the target object's center in target-local space. Use this to fine-tune the tracking target position when the desired area is not the tracked object's center.")]
[FormerlySerializedAs("TrackedObjectOffset")]
public Vector3 TargetOffset
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
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
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
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
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
PrePipelineMutateCameraState(ref CameraState, float)
Sets the state's ReferenceLookAt, applying the offset.
Declaration
public override void PrePipelineMutateCameraState(ref CameraState curState, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
CameraState | curState | Input state that must be mutated |
float | deltaTime | Current effective deltaTime |