Class CinemachineOrbitalTransposer
This is a CinemachineComponent in the the Body section of the component pipeline. Its job is to position the camera in a variable relationship to a the vcam's Follow target object, with offsets and damping.
This component is typically used to implement a camera that follows its target. It can accept player input from an input device, which allows the player to dynamically control the relationship between the camera and the target, for example with a joystick.
The OrbitalTransposer introduces the concept of Heading, which is the direction in which the target is moving, and the OrbitalTransposer will attempt to position the camera in relationship to the heading, which is by default directly behind the target. You can control the default relationship by adjusting the Heading Bias setting.
If you attach an input controller to the OrbitalTransposer, then the player can also control the way the camera positions itself in relation to the target heading. This allows the camera to move to any spot on an orbit around the target.
Inheritance
Inherited Members
Namespace: Cinemachine
Assembly: solution.dll
Syntax
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[AddComponentMenu("")]
public class CinemachineOrbitalTransposer : CinemachineTransposer
Fields
Name | Description |
---|---|
m_Heading | The definition of Forward. Camera will follow behind. |
m_HeadingIsSlave | Drive the x-axis setting programmatically. Automatic heading updating will be disabled. |
m_RecenterToTargetHeading | Parameters that control Automating Heading Recentering |
m_XAxis | Axis representing the current heading. Value is in degrees and represents a rotation about the up vector |
Methods
Name | Description |
---|---|
ForceCameraPosition(Vector3, Quaternion) | Force the virtual camera to assume a given position and orientation |
GetAxisClosestValue(Vector3, Vector3) | What axis value would we need to get as close as possible to the desired cameraPos? |
GetTargetCameraPosition(Vector3) | Internal API for the Inspector Editor, so it can draw a marker at the target |
MutateCameraState(ref CameraState, float) | Positions the virtual camera according to the transposer rules. |
OnTargetObjectWarped(Transform, Vector3) | This is called to notify the us that a target got warped, so that we can update its internal state to make the camera also warp seamlessy. |
OnTransitionFromCamera(ICinemachineCamera, Vector3, float, ref TransitionParams) | Notification that this virtual camera is going live. Base class implementation does nothing. |
OnValidate() | Derived classes should call this from their OnValidate() implementation |
UpdateHeading(float, Vector3, ref AxisState) | Update the X axis and calculate the heading. This can be called by a delegate with a custom axis. Note that this method is obsolete. Used for damping. If less than 0, no damping is done. World Up, set by the CinemachineBrain |
UpdateHeading(float, Vector3, ref AxisState, ref Recentering, bool) | |
UpdateInputAxisProvider() | API for the inspector. Internal use only |