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    Class CinemachineCollider

    An add-on module for Cinemachine Virtual Camera that post-processes the final position of the virtual camera. Based on the supplied settings, the Collider will attempt to preserve the line of sight with the LookAt target of the virtual camera by moving away from objects that will obstruct the view.

    Additionally, the Collider can be used to assess the shot quality and report this as a field in the camera State.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineExtension
    CinemachineCollider
    Inherited Members
    CinemachineExtension.Epsilon
    CinemachineExtension.VirtualCamera
    CinemachineExtension.Awake()
    CinemachineExtension.OnEnable()
    CinemachineExtension.ConnectToVcam(bool)
    CinemachineExtension.PrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase, ref CameraState, float)
    CinemachineExtension.InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, float)
    CinemachineExtension.OnTargetObjectWarped(Transform, Vector3)
    CinemachineExtension.ForceCameraPosition(Vector3, Quaternion)
    CinemachineExtension.OnTransitionFromCamera(ICinemachineCamera, Vector3, float)
    CinemachineExtension.GetExtraState<T>(ICinemachineCamera)
    CinemachineExtension.GetAllExtraStates<T>()
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
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    MonoBehaviour.print(object)
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
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    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.DontDestroyOnLoad(Object)
    Object.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    Object.FindObjectsOfType<T>()
    Object.FindObjectOfType<T>()
    Object.FindObjectsOfTypeAll(Type)
    Object.FindObjectOfType(Type)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Cinemachine
    Assembly: solution.dll
    Syntax
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    [AddComponentMenu("")]
    [ExecuteInEditMode]
    public class CinemachineCollider : CinemachineExtension

    Fields

    Name Description
    m_AvoidObstacles

    When enabled, will attempt to resolve situations where the line of sight to the target is blocked by an obstacle

    m_CameraRadius

    Camera will try to maintain this distance from any obstacle. Increase this value if you are seeing inside obstacles due to a large FOV on the camera.

    m_CollideAgainst

    Objects on these layers will be detected.

    m_Damping

    How gradually the camera returns to its normal position after having been corrected. Higher numbers will move the camera more gradually back to normal.

    m_DampingWhenOccluded

    How gradually the camera moves to resolve an occlusion. Higher numbers will move the camera more gradually.

    m_DistanceLimit

    The raycast distance to test for when checking if the line of sight to this camera's target is clear.

    m_IgnoreTag

    Obstacles with this tag will be ignored. It is a good idea to set this field to the target's tag

    m_MaximumEffort

    Upper limit on how many obstacle hits to process. Higher numbers may impact performance. In most environments, 4 is enough.

    m_MinimumDistanceFromTarget

    Obstacles closer to the target than this will be ignored

    m_MinimumOcclusionTime

    Don't take action unless occlusion has lasted at least this long.

    m_OptimalTargetDistance

    If greater than zero, a higher score will be given to shots when the target is closer to this distance. Set this to zero to disable this feature

    m_SmoothingTime

    Smoothing to apply to obstruction resolution. Nearest camera point is held for at least this long.

    m_Strategy

    The way in which the Collider will attempt to preserve sight of the target.

    m_TransparentLayers

    Objects on these layers will never obstruct view of the target.

    Properties

    Name Description
    DebugPaths

    Inspector API for debugging collision resolution path

    Methods

    Name Description
    CameraWasDisplaced(ICinemachineCamera)

    See whether the virtual camera has been moved nby the collider

    GetCameraDisplacementDistance(ICinemachineCamera)

    See how far the virtual camera wa moved nby the collider

    GetMaxDampTime()

    Report maximum damping time needed for this component.

    IsTargetObscured(ICinemachineCamera)

    See wheter an object is blocking the camera's view of the target

    OnDestroy()

    Disconnect from virtual camera pipeline. Override implementations must call this base implementation

    PostPipelineStageCallback(CinemachineVirtualCameraBase, Stage, ref CameraState, float)

    Callback to do the collision resolution and shot evaluation

    概要
    トップに戻る
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