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    Class CinemachineTrackedDolly

    This is a deprecated component. Use CinemachineSplineDolly instead.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineTrackedDolly
    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)
    MonoBehaviour.IsInvoking()
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    Namespace: Unity.Cinemachine
    Assembly: Unity.Cinemachine.dll
    Syntax
    [Obsolete("CinemachineTrackedDolly has been deprecated. Use CinemachineSplineDolly instead.")]
    [AddComponentMenu("")]
    [CameraPipeline(CinemachineCore.Stage.Body)]
    public class CinemachineTrackedDolly : CinemachineComponentBase

    Fields

    m_AutoDolly

    Controls how automatic dollying occurs

    Declaration
    [Tooltip("Controls how automatic dollying occurs.  A Follow target is necessary to use this feature.")]
    public CinemachineTrackedDolly.AutoDolly m_AutoDolly
    Field Value
    Type Description
    CinemachineTrackedDolly.AutoDolly

    m_CameraUp

    How to set the virtual camera's Up vector. This will affect the screen composition.

    Declaration
    [Tooltip("How to set the virtual camera's Up vector.  This will affect the screen composition, because the camera Aim behaviours will always try to respect the Up direction.")]
    public CinemachineTrackedDolly.CameraUpMode m_CameraUp
    Field Value
    Type Description
    CinemachineTrackedDolly.CameraUpMode

    m_Path

    The path to which the camera will be constrained. This must be non-null.

    Declaration
    [Tooltip("The path to which the camera will be constrained.  This must be non-null.")]
    public CinemachinePathBase m_Path
    Field Value
    Type Description
    CinemachinePathBase

    m_PathOffset

    Where to put the camera realtive to the path postion. X is perpendicular to the path, Y is up, and Z is parallel to the path.

    Declaration
    [Tooltip("Where to put the camera relative to the path position.  X is perpendicular to the path, Y is up, and Z is parallel to the path.  This allows the camera to be offset from the path itself (as if on a tripod, for example).")]
    public Vector3 m_PathOffset
    Field Value
    Type Description
    Vector3

    m_PathPosition

    The position along the path at which the camera will be placed. This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target.

    Declaration
    [Tooltip("The position along the path at which the camera will be placed.  This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target.  The value is interpreted according to the Position Units setting.")]
    public float m_PathPosition
    Field Value
    Type Description
    float

    m_PitchDamping

    "How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    Declaration
    [Range(0, 20)]
    [Tooltip("How aggressively the camera tries to track the target rotation's X angle.  Small numbers are more responsive.  Larger numbers give a more heavy slowly responding camera.")]
    public float m_PitchDamping
    Field Value
    Type Description
    float

    m_PositionUnits

    How to interpret the Path Position

    Declaration
    [Tooltip("How to interpret Path Position.  If set to Path Units, values are as follows: 0 represents the first waypoint on the path, 1 is the second, and so on.  Values in-between are points on the path in between the waypoints.  If set to Distance, then Path Position represents distance along the path.")]
    public CinemachinePathBase.PositionUnits m_PositionUnits
    Field Value
    Type Description
    CinemachinePathBase.PositionUnits

    m_RollDamping

    How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    Declaration
    [Range(0, 20)]
    [Tooltip("How aggressively the camera tries to track the target rotation's Z angle.  Small numbers are more responsive.  Larger numbers give a more heavy slowly responding camera.")]
    public float m_RollDamping
    Field Value
    Type Description
    float

    m_XDamping

    How aggressively the camera tries to maintain the offset perpendicular to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors

    Declaration
    [Range(0, 20)]
    [Tooltip("How aggressively the camera tries to maintain its position in a direction perpendicular to the path.  Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset.  Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.")]
    public float m_XDamping
    Field Value
    Type Description
    float

    m_YDamping

    How aggressively the camera tries to maintain the offset in the path-local up direction. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors

    Declaration
    [Range(0, 20)]
    [Tooltip("How aggressively the camera tries to maintain its position in the path-local up direction.  Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset.  Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.")]
    public float m_YDamping
    Field Value
    Type Description
    float

    m_YawDamping

    How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.

    Declaration
    [Range(0, 20)]
    [Tooltip("How aggressively the camera tries to track the target rotation's Y angle.  Small numbers are more responsive.  Larger numbers give a more heavy slowly responding camera.")]
    public float m_YawDamping
    Field Value
    Type Description
    float

    m_ZDamping

    How aggressively the camera tries to maintain the offset parallel to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors

    Declaration
    [Range(0, 20)]
    [Tooltip("How aggressively the camera tries to maintain its position in a direction parallel to the path.  Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset.  Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.")]
    public float m_ZDamping
    Field Value
    Type Description
    float

    Properties

    IsValid

    True if component is enabled and has a path

    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

    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 that 0, no damping is done.

    Overrides
    CinemachineComponentBase.MutateCameraState(ref CameraState, float)
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