{!See https://docs.google.com/document/d/1takg_GmIBBKKTj-GHZCwzxohpQz7Bhekivkk72kYMtE/edit for reference implementation of OneTrust, dataLayer and GTM} {!OneTrust Cookies Consent} {!OneTrust Cookies Consent end} {!dataLayer initialization push} {!dataLayer initialization push end} {!Google Tag Manager} {!Google Tag Manager end} Class CinemachineTrackedDolly | Cinemachine | 2.3.5-preview.3
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    목차 표시/숨기기

    Class CinemachineTrackedDolly

    A Cinemachine Virtual Camera Body component that constrains camera motion to a CinemachinePath. The camera can move along the path.

    This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning.
    In Manual mode, the camera's position is specified by animating the Path Position field.
    In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding the position on the path that's closest to the virtual camera's Follow target.

    상속
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    CinemachineTrackedDolly
    상속된 멤버
    CinemachineComponentBase.Epsilon
    CinemachineComponentBase.VirtualCamera
    CinemachineComponentBase.FollowTarget
    CinemachineComponentBase.LookAtTarget
    CinemachineComponentBase.FollowTargetGroup
    CinemachineComponentBase.FollowTargetPosition
    CinemachineComponentBase.FollowTargetRotation
    CinemachineComponentBase.LookAtTargetGroup
    CinemachineComponentBase.LookAtTargetPosition
    CinemachineComponentBase.LookAtTargetRotation
    CinemachineComponentBase.VcamState
    CinemachineComponentBase.PrePipelineMutateCameraState(ref CameraState, float)
    CinemachineComponentBase.OnTransitionFromCamera(ICinemachineCamera, Vector3, float, ref CinemachineVirtualCameraBase.TransitionParams)
    CinemachineComponentBase.OnTargetObjectWarped(Transform, Vector3)
    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)
    MonoBehaviour.StopAllCoroutines()
    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)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    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()
    네임스페이스: Cinemachine
    어셈블리: solution.dll
    구문
    [DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
    [AddComponentMenu("")]
    public class CinemachineTrackedDolly : CinemachineComponentBase

    필드

    이름 설명
    m_AutoDolly

    Controls how automatic dollying occurs

    m_CameraUp

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

    m_Path

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

    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.

    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.

    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.

    m_PositionUnits

    How to interpret the Path Position

    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.

    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

    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

    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.

    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

    프로퍼티

    이름 설명
    IsValid

    True if component is enabled and has a path

    Stage

    Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage

    메서드

    이름 설명
    MutateCameraState(ref CameraState, float)

    Positions the virtual camera according to the transposer rules.

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