I had a question about the camera, is it possible to rotate the character without the camera rotating with it? (like when I press "A" the character rotates to left) I tried to do it but my camera rotates with my player character.
@@samankargar6708 Try moving the LookAt out of the player hierarchy, and then attaching a quick script to the LookAt to make just the transform equal to the player's transform (and not the rotation). Worked for me :)
@@bezoro-personal Well actually I think there isnt rly much more which Brackeys could have tell us. Maybe a reason more why he stopped. He already has a tutorial or an tutorial LIKE video about nearly everything you can show which isnt deep. So it was never a channel which advanced ppl needed.
Very impressive stuff, unity is making it easier and easier to make more complex games. Before I never thought about creating a full 3d game alone, but now its looking possible.
I was trying to replicate this tutorial, but since in this proyect (the Unity Royale Project ) there are not the same assets ( I mean the scripts PlayerInput, PlayerMovement, PlayerAimController and so on...) it is being quite a bit difficult, since I needed start by programming something similar. It would help if you give us this scenario. Thanks a lot, and anyway this is a great tutorial.
Me when I code: "I need this to go fast... let's try Uhhhh.... 1500... No... *700... No... 400? Yeah that looks ok." Unity: "343 meters is the speed of sound." Me: ".../cough/ yeah I knew that...."
thank you so much for linking the Unity Royale Project. I've seen so many Unity tutorials use assets from there, but didn't know where the project was.
For anyone who is watching currently, you need to use Cinemachine Third Person Follow. Add a Cinemachine Brain to the camera you wish to use (e.g. Main Camera) and then attach a Cinemachine Camera and the Cinemachine Third Person Follow to the virtual game object, and then follow from there.
Good video tutorial. After the aim status, you can use a virtual camera to follow a short time range the arrow even shows the effect on the target. The change of camera for aim staus need to be short.
Thank you so much for the bit of information about what object the camera should rotate starting around the 3:32. I've been trying to get my rpg camera controller to pan around the player if I hold left click, and to drive the player movement direction when I hold right click. Your solution is so simple and I was overcomplicating it.
I'm not trying to be disrespectful, but I'm not so sure that this tutorial is in my wheel house. A lot of the variables and things presented here, went really fast in the video so I wasn't able to really pick up on anything besides some of the basic camera setups in the beginning. I understand we can download the final project, but I'm not as much interested in the base files as I am in learning the fundamental aspects of this through a more regulated pace(aka: Learning to construct the scripts from scratch so I can learn the process without having to download a bunch of unnecessary files that I won't be using for my project anyways), so maybe this wasn't the right source to go to for a beginner? I'm not one to make judgement though. I am not calling this tutorial bad(because it certainly is not, it touches upon a lot of great subjects), I'm only stating that it was a little too rapid for me. Does anyone have a link to a video that might be a bit more mild-paced for beginners?
Guys, if you can't find the third person follow option, it could be cause you're using the latest cinemachine version. Don't forget he's using the 2.6.0 versión in the package manager
In my testing, the camera did not automatically move to and focus on the player's forward position. I ended up making the look-at-target the Follow Target game object to get my camera to look that way. I'm not sure if I messed up somewhere, but this was the only way I could get it looking in the right direction.
RE the aiming camera or target/projectile offset 9:00 - might help someone else to know that Resident Evil 2 solved this using hit-scan from the camera not from the player model.
BROOOO I NEEDDED THIS. I feel like there are alot of things in Unity without a Tutorial. Like how to use the particle effects in detail, what every litle thing does, things like that.
Make sure you select the main camera in your scene before clicking Create Virtual Camera! Its unclear to me where you put the first script that was created.
@@ivandamyanov Check if you installed the 2.6.0 version of Cinemachine. I had the same problem and installing the same version version as the tutorial (2.6.0) solved it :)
I had that, cinemachine 2.7.3 or something, i uninstalled and went to 2.6.0. Worked like the video. However i cant get the scripts working so its a bust overall.
Hey there! We don't have any ECS updates to share at this time, but rest assured it is something the team is still actively working on! Please keep an eye on our Blog, as we’ll be sharing regular development updates. blogs.unity3d.com/
@@peeei7423 It may say "up to date" but you can still find newer releases available. I had the same problem, when i first installed it, it downloaded version 2.3.2 i think, then i checked again and found 2.6+ available that actually had the "Follow 3rd person" feature.
Is your player snapping when it rotates? Does that annoy you? I responded below to a comment about the character snapping to the followTarget's rotation. Reposting it here for more visibility. The Problem: The transform.rotation value of the player is being set instantly, which leads to player snapping away from the camera when the player starts moving. This is undesirable behaviour. We want a smooth rotation from the player's current rotation to that dictated by the camera. The Solution: First, make sure your follow target is NOT A CHILD OF THE PLAYER. If the follow target is parented to the player, this approach will fail. Next, give your movement script a reference to the followTarget transform. In the mover's update function, always set the position of the followTransform to that of the mover. Then, only when the mover is moving (MoveInput != Vector2.zero), Lerp the mover's transform from its current rotation to that of followTransform (only on the y axis). Unlike the video, I never reset the followTransform's y rotation to zero. See the pseudo code below and let me know of any questions. Happy to Help! public class Mover : Monobehaviour { [SerializeField] private Transform followTransform; private float rotationSpeed = 10; private Vector2 MoveInput; public void Update() { followTransform.position = transform.position; ... if(MoveInput != Vector2.zero) { Quaternion targetRotation= Quaternion.Euler(0, followTransform.rotation.eulerAngles.y, 0); transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed); } } }
guys i had a question please help : do game developer needs to learn VFX or VFX maker is a different with coder? and does VFX need any coding? cuase i hate graphic works and love coding tnx for you help and sorry for my bad grammar .
If this was done less than two months ago then why is third person not an option under body? Edit: Might be a version issue, checking. edit edit: Version issue ,needed to update (for some reason package manager did not default to current version)
Coming back to this a year later, Some things I kind of understand.. but it still passes right by me(it feels like I'm being talked to by a teacher that goes at their own pace and not the students if that's the right wording). One thing I would've made different in my approach to getting this information across, would be a concise explanation on *how* the code is meant to be implemented, *where* it should go, and *why* does it work(all of this being related in more simple terms.) He speaks like we already know exactly how C# works and needs to be structured, which is very problematic for most viewers. If I could give some advice to Unity, it would be much appreciated if you made an updated video that is more heavily focused on helping newcomers understand how Unity works and how to apply these functions to our own games. The way the video was prepared was more focused on the way "this" game is built, and isn't really as adaptable to other projects due to the lack of information on how scripts and bits of code should be layered. In relative speaking I understand that he is presenting this from his level of experience, and we could easily go to a new video to learn how to adapt this to our projects... but do you guys understand how annoying it can be for most people to switch between two different videos just to understand where the code from one video should go in the second? Some people just don't have the attention-span(especially people like me with ADHD which literally thrive off dopamine) to stay with it if it's too complicated. Also for any of you who don't have ADHD, imagine that feeling you get when you don't want to do something... but it's ALWAYS THERE if you don't enjoy it enough. All of these problems can be solved with mileage and experience.. but the initial start is what draws people to want to keep coding and creating in the first place. That's just my two cents tho so take it as you will. I wish all new coders the best with their projects and cant wait to see what you guys make!
I have ADHD pretty severely. And I'm telling you man, if you don't like having 200 tabs open while cross referencing things. Programming is not for you. That's literally what your life is in programming, also another tip for adhd programmers is READ things instead of watching. Video tutorials are the ADHD enemy. Also, the code that he was writing is really basic and straight forward, maybe go get more comfortable with coding before hoping into this.
This was good but a bit fast paced, and please don't show images of the source code, write it out in the video. Would help with the digestion of all the info coming at us :)
can someone help me, I'm trying to learn how to use the scripts but I don't know where to add them as components? mainly my character isn't moving - any advice on this?
Can Cinemachine cameras be cut when targets warp or position changes? In my project right now, in this case, there is a problem with the camera chasing the target with a fast damping speed.
//Compute the delta position of your character: it's just the difference between the current position and the new one Vector3 deltaPos = endPoint.transform.position - player.transform.position; //Warp your character to the new position. In this example I'm moving it to the endPoint player.transform.position = endPoint.transform.position; //Pick your cinemachine camera and warp it to the new position using the delta and the OnTargetObjectiveWarped method. CinemachineCore.Instance.GetVirtualCamera(0).OnTargetObjectWarped(player.transform, deltaPos);
Dude just make it a top-down camera that follows the player by lerping the camera coordinates. It's much easier than a third-person camera, it doesn't even need to rotate.
can someone tell me where is he getting the nextRotation value? like what type of variable that is? I know its Quaternion but where is he declaring it?
I want to revolve the camera around avatar on mouse drag. I have used the virtual camera. On the main camera object i have achieved this functionality by a script but when I used that script on virtual camera its not working. any solution for that..??
That's a good tutorial thanks. Please, in the Editor my cinemachines are great but on a build they are pretty slow(very slow)and that's not the whole game just the cinemachines camera, how can I make my cinemachine smoother after making a buid
Do u have video how to set up character mesh to aviche aim effect. I mean, while u aiming and move camera then ur character also move top (head, torso, schoulders, bow).
Hi! Good video! I cannot find cinemachine impulse listener, cinemachine 3rd person aim, cinemachine volume settings in my project. I have cinemachine installed and I'm using it, the camera works fine but I think I need those components to create the aim mechanic in my game. Any help? :)
How to use cinamachine brain And create cut scenes in the game Or use cut scenes made in 3d render engine into mp4format like resident evil 4 tekken 4 did ? I am thinking changing priority number in code . So there needs to be a script if 3D cutscene or your cg starts Cinemachine state is already done I want to see how powerful cinemachine brain is
You can download the final project with the camera setup here:
on.unity.com/36nVNzt
Thank you so much.
I had a question about the camera, is it possible to rotate the character without the camera rotating with it? (like when I press "A" the character rotates to left)
I tried to do it but my camera rotates with my player character.
@@samankargar6708 I also ran into this. Haven't you found a way to remove camera rotation while following the player?
@@samankargar6708 Try moving the LookAt out of the player hierarchy, and then attaching a quick script to the LookAt to make just the transform equal to the player's transform (and not the rotation). Worked for me :)
@@joshuablazer123 Thanks for the help
It works now.
Now Brackeys has quit. You are my only hope.
Agreed
lmao
😆😆
Dont worry. Someone new will "replace" him very soon. I'am sure.
@@bezoro-personal Documentation 🤣
Good joke. Its just to time consuming.
@@bezoro-personal Well actually I think there isnt rly much more which Brackeys could have tell us.
Maybe a reason more why he stopped.
He already has a tutorial or an tutorial LIKE video about nearly everything you can show which isnt deep.
So it was never a channel which advanced ppl needed.
Very impressive stuff, unity is making it easier and easier to make more complex games. Before I never thought about creating a full 3d game alone, but now its looking possible.
Absolutely, unity is a god send, how is your journey doing?
he's dead @@LunarBulletDev 💀
Gogo unity teach us everything... Brackeys gone for a while ... ♥️
For a while? I think for ever^^
;-;
@Lengko Gaming he quit youtube
He will be back with brackeys 2.0
He try another thing like content maybe he would switch on unreal engine
Wow, they actually listened and made almost real tutorial with an explanation on what is going on, nice👏
Yeah really!
The key word is "almost"
@@kisstepan1996 Exactly!
I was trying to replicate this tutorial, but since in this proyect (the Unity Royale Project ) there are not the same assets ( I mean the scripts PlayerInput, PlayerMovement, PlayerAimController and so on...) it is being quite a bit difficult, since I needed start by programming something similar. It would help if you give us this scenario.
Thanks a lot, and anyway this is a great tutorial.
Project link is does not contain this scene, please upload the project shown in the video thanks
hahaha...
I can also see my seeker stone missing, please upload it in a moment, thanks in advance
Me when I code:
"I need this to go fast... let's try Uhhhh.... 1500... No... *700... No... 400? Yeah that looks ok."
Unity:
"343 meters is the speed of sound."
Me:
".../cough/ yeah I knew that...."
thank you so much for linking the Unity Royale Project. I've seen so many Unity tutorials use assets from there, but didn't know where the project was.
For anyone who is watching currently, you need to use Cinemachine Third Person Follow. Add a Cinemachine Brain to the camera you wish to use (e.g. Main Camera) and then attach a Cinemachine Camera and the Cinemachine Third Person Follow to the virtual game object, and then follow from there.
can you share the rotation mouse look
3:43 where i can script like that?
Good video tutorial. After the aim status, you can use a virtual camera to follow a short time range the arrow even shows the effect on the target. The change of camera for aim staus need to be short.
this is the 8th time I am watching this video,
every project it comes back all over again xD
This is all good, but i dont know... cross hair seems off to me
Thank you so much for the bit of information about what object the camera should rotate starting around the 3:32. I've been trying to get my rpg camera controller to pan around the player if I hold left click, and to drive the player movement direction when I hold right click. Your solution is so simple and I was overcomplicating it.
I'm not trying to be disrespectful, but I'm not so sure that this tutorial is in my wheel house. A lot of the variables and things presented here, went really fast in the video so I wasn't able to really pick up on anything besides some of the basic camera setups in the beginning.
I understand we can download the final project, but I'm not as much interested in the base files as I am in learning the fundamental aspects of this through a more regulated pace(aka: Learning to construct the scripts from scratch so I can learn the process without having to download a bunch of unnecessary files that I won't be using for my project anyways), so maybe this wasn't the right source to go to for a beginner? I'm not one to make judgement though.
I am not calling this tutorial bad(because it certainly is not, it touches upon a lot of great subjects), I'm only stating that it was a little too rapid for me. Does anyone have a link to a video that might be a bit more mild-paced for beginners?
Brakeys
yeah, same I just couldn't get what he said and as you said everything was explained too quickly.
@@notrue4u you can pause it. And then after you understand, hit play again. This way it will be explained at whatever speed you want.
Because you are dumb
3:22 Anybody understood how to set up the mouse movement script? I didn't get that part.
@Unity could you help us understand this?
Guys, if you can't find the third person follow option, it could be cause you're using the latest cinemachine version. Don't forget he's using the 2.6.0 versión in the package manager
Thanks! Just updated to beta 🤞
In my testing, the camera did not automatically move to and focus on the player's forward position. I ended up making the look-at-target the Follow Target game object to get my camera to look that way. I'm not sure if I messed up somewhere, but this was the only way I could get it looking in the right direction.
Great video please keep making more. Tilemap system seems unfinished, would love an update for that and tutorials.
After around 4 minutes, I have no idea what's going on as far as coding and the additional settings go lol other than that, this was a great video
unitys particle system is life
RE the aiming camera or target/projectile offset 9:00 - might help someone else to know that Resident Evil 2 solved this using hit-scan from the camera not from the player model.
This needs to be updated for the Unity 2021 . Cinemachine installation changed a bit etc
BROOOO I NEEDDED THIS. I feel like there are alot of things in Unity without a Tutorial. Like how to use the particle effects in detail, what every litle thing does, things like that.
Wow, I think I found the golden tutorial, can’t wait to try it out.
Great video. Also I don't know if it's worth to say, but I love the way the host is talking. He sounds like a great guy 👌
Rotate the target object! That's a good trick. A lot simpler than what I have been doing.
Make sure you select the main camera in your scene before clicking Create Virtual Camera!
Its unclear to me where you put the first script that was created.
Can't figure out why, it always ends up as a first person camera. I tried what you suggested and the result is the same :X
@@ivandamyanov Check if you installed the 2.6.0 version of Cinemachine. I had the same problem and installing the same version version as the tutorial (2.6.0) solved it :)
The tutorial was almost perfect. The code just didn't show what _look was so I had to download the project to find out what that was.
Can someone tell me where to download the project files
look before u ask, its in the description
I keep creating the virtual camera but it's in the ground or too close to the character, nto sure what I'm doing wrong here.
I had that, cinemachine 2.7.3 or something, i uninstalled and went to 2.6.0. Worked like the video. However i cant get the scripts working so its a bust overall.
When would ECS will be available in stable release? It's not present in my 2020.4
Hey there! We don't have any ECS updates to share at this time, but rest assured it is something the team is still actively working on!
Please keep an eye on our Blog, as we’ll be sharing regular development updates.
blogs.unity3d.com/
Nice Cinemachine tutorial! 🤓🧡
why did you leave out the fact that you have to add a CinemachineBrain to the main camera?
HELP MY CINEMACHINE BODY DOENST HAVE A "third person follow " ON IT.
ITS STUCK ON TRANSPOSER
It seems like you have an old version of Cinemachine, update it from the package manager
@@AndresGomez-uo8st but it says up to date in my package manager
edit : does it have something to do with the fact that im making a mobile game?
@@peeei7423 It may say "up to date" but you can still find newer releases available. I had the same problem, when i first installed it, it downloaded version 2.3.2 i think, then i checked again and found 2.6+ available that actually had the "Follow 3rd person" feature.
@@Xsjr03 so uuuh, how exactly can i fix that?
I know I have *The Exact Same Problem* And I've been roaming the comments to find the answer!!!
1 like, 1 respect for brackeys
Is your player snapping when it rotates? Does that annoy you? I responded below to a comment about the character snapping to the followTarget's rotation. Reposting it here for more visibility.
The Problem: The transform.rotation value of the player is being set instantly, which leads to player snapping away from the camera when the player starts moving. This is undesirable behaviour. We want a smooth rotation from the player's current rotation to that dictated by the camera.
The Solution: First, make sure your follow target is NOT A CHILD OF THE PLAYER. If the follow target is parented to the player, this approach will fail. Next, give your movement script a reference to the followTarget transform. In the mover's update function, always set the position of the followTransform to that of the mover. Then, only when the mover is moving (MoveInput != Vector2.zero), Lerp the mover's transform from its current rotation to that of followTransform (only on the y axis). Unlike the video, I never reset the followTransform's y rotation to zero.
See the pseudo code below and let me know of any questions. Happy to Help!
public class Mover : Monobehaviour
{
[SerializeField] private Transform followTransform;
private float rotationSpeed = 10;
private Vector2 MoveInput;
public void Update()
{
followTransform.position = transform.position;
...
if(MoveInput != Vector2.zero)
{
Quaternion targetRotation= Quaternion.Euler(0, followTransform.rotation.eulerAngles.y, 0);
transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, Time.deltaTime * rotationSpeed);
}
}
}
Thank you so much!!! It took me days to find a solution to this problem.
The script you mentioned for rotating the camera, can you share that?
yeah i need that too
The whole project is available for download in the description.
Please make a tutorial about particle system with more details.
I really need some knowledge about it.🙏🙏🙏🙏
This actually worked well! Thank you!
We need more of 3rd person shooter
its priceless. the slickness and the passion of the devs. priceless. what is cheaper and better than soft? Piracy is NOT the answer if you
The Github project does not contain the actual code presented in this video?
The project download does not have the movement of the tutorial character.
Im facing the same problem
Please make more tutorials because brakeys left
Doesn't cinemachine already have a 3rd person camera rig? The extra script in this video seems redundant and less customizable.
update your cinemachine from package manager
Amazing video, thank you so much
I can't control the camera how do I do it it 2019.4?
So satisfying just watching this gameplay and all effects 🙂
Please share the Project Files, along with this the finished implementation of this tutorial (so we can review/references it)! cheers :)
only 11 minutes and some seconds. You Ujnity Tech people are really amazing.
guys i had a question please help :
do game developer needs to learn VFX or VFX maker is a different with coder? and
does VFX need any coding?
cuase i hate graphic works and love coding
tnx for you help and sorry for my bad grammar .
Ok but where do I get the variable _look?
Excellent work.
Oh my god! Unity is so good ☺☺! Keep going unity workers, 👍👍👍 to u,
Respect ur efforts!
Thanks Unity, really cool!
Very well done! Thanks!
can the cinemachne in a 3d project
Awesome video!
I love that character!
I tried downloading this project, it says "Insufficient permissions", and there's nothing I can do about it. Any other alternatives?
If this was done less than two months ago then why is third person not an option under body? Edit: Might be a version issue, checking. edit edit: Version issue ,needed to update (for some reason package manager did not default to current version)
TY for pointing out the version mismatch!
wheres the camera controller in the files? I looked in assets - scripts to no avail??
Coming back to this a year later, Some things I kind of understand.. but it still passes right by me(it feels like I'm being talked to by a teacher that goes at their own pace and not the students if that's the right wording).
One thing I would've made different in my approach to getting this information across, would be a concise explanation on *how* the code is meant to be implemented, *where* it should go, and *why* does it work(all of this being related in more simple terms.)
He speaks like we already know exactly how C# works and needs to be structured, which is very problematic for most viewers.
If I could give some advice to Unity, it would be much appreciated if you made an updated video that is more heavily focused on helping newcomers understand how Unity works and how to apply these functions to our own games. The way the video was prepared was more focused on the way "this" game is built, and isn't really as adaptable to other projects due to the lack of information on how scripts and bits of code should be layered.
In relative speaking I understand that he is presenting this from his level of experience, and we could easily go to a new video to learn how to adapt this to our projects... but do you guys understand how annoying it can be for most people to switch between two different videos just to understand where the code from one video should go in the second? Some people just don't have the attention-span(especially people like me with ADHD which literally thrive off dopamine) to stay with it if it's too complicated.
Also for any of you who don't have ADHD, imagine that feeling you get when you don't want to do something... but it's ALWAYS THERE if you don't enjoy it enough.
All of these problems can be solved with mileage and experience.. but the initial start is what draws people to want to keep coding and creating in the first place. That's just my two cents tho so take it as you will. I wish all new coders the best with their projects and cant wait to see what you guys make!
I have ADHD pretty severely. And I'm telling you man, if you don't like having 200 tabs open while cross referencing things. Programming is not for you. That's literally what your life is in programming, also another tip for adhd programmers is READ things instead of watching. Video tutorials are the ADHD enemy. Also, the code that he was writing is really basic and straight forward, maybe go get more comfortable with coding before hoping into this.
bro if you have problem with this after a YEAR then the problem might be you not the video ...
see what u just wrote there.. thats what u wanna do in visual studio
This was good but a bit fast paced, and please don't show images of the source code, write it out in the video. Would help with the digestion of all the info coming at us :)
can someone help me, I'm trying to learn how to use the scripts but I don't know where to add them as components? mainly my character isn't moving - any advice on this?
Can Cinemachine cameras be cut when targets warp or position changes?
In my project right now, in this case, there is a problem with the camera chasing the target with a fast damping speed.
//Compute the delta position of your character: it's just the difference between the current position and the new one
Vector3 deltaPos = endPoint.transform.position - player.transform.position;
//Warp your character to the new position. In this example I'm moving it to the endPoint
player.transform.position = endPoint.transform.position;
//Pick your cinemachine camera and warp it to the new position using the delta and the OnTargetObjectiveWarped method.
CinemachineCore.Instance.GetVirtualCamera(0).OnTargetObjectWarped(player.transform, deltaPos);
How to point camera to CG pictures or mp4cutscenes in the scene
Place your Picture or Video inside an Invisible Object, like a Cube, make the camera point to the 3d Object which contains your video, picture
How do you change the camera distance in C# while using the 3rd Person Follow?
Need a similar video for a Diablo like camera :)
Pleeeease
Dude just make it a top-down camera that follows the player by lerping the camera coordinates. It's much easier than a third-person camera, it doesn't even need to rotate.
I've seen that you can change the cinemachine camera priority to switch between different camera angles, is enabling/disabling them more efficient?
Hi, how did u made the bow and arrow function? Plz make a tutorial
watch the video.. or download their files and look for yourself
I don't understand where the scripts shown at 4:00 comes from, is that their script? Or we have to make it? How is it applied????
3:43 Wait you have to do this manually now? What happened to the Component "Cinemachine FreeLook Camera"?
can someone tell me where is he getting the nextRotation value? like what type of variable that is? I know its Quaternion but where is he declaring it?
Let me know if you find answer to that.
it's declared in the PlayerMovementInputController script (line 18): public Quaternion nextRotation. Unfortunately, it's not visible in the video.
How about the collision of camera with obstacles? I'm curious.
Same
I want to revolve the camera around avatar on mouse drag. I have used the virtual camera. On the main camera object i have achieved this functionality by a script but when I used that script on virtual camera its not working. any solution for that..??
What OS systems do cinemachine support? Thanks you
I opened the project but I can't move the player or the camera? Do I need to do something before?
does anybody have the code/script so i can copy paste?
That's a good tutorial thanks.
Please, in the Editor my cinemachines are great but on a build they are pretty slow(very slow)and that's not the whole game just the cinemachines camera, how can I make my cinemachine smoother after making a buid
Do u have video how to set up character mesh to aviche aim effect. I mean, while u aiming and move camera then ur character also move top (head, torso, schoulders, bow).
Help! My virtual camera doesn't keep it's distance (i can't even change the distance) from the target! why??
man i want that ik bow aiming tutorial lol
how do we do that?
in my unity does not appear package / unity registry pliese help me
This is awesome, than you so much
When i run the game i get an error message that says: "display 1 no cameras rendering" how could i fix this?
cool tutorial, thx you
The "chapters" in this video are off. Half of the "generating impulse" chapter is to do with the aiming.
Hey everyone, I used the script but my camera automatically TP to the feet of the player, any idea where it could have came from ?
All I want is a simple fly through. Can you do a video on that? or anyone know if there is a good video on this?
Great Video. Thanks.
Will I be able to tilt my camera for wallrun? I was having rotating tha players
I didn't understand how to fix the aim and target
Hi! Good video! I cannot find cinemachine impulse listener, cinemachine 3rd person aim, cinemachine volume settings in my project. I have cinemachine installed and I'm using it, the camera works fine but I think I need those components to create the aim mechanic in my game. Any help? :)
LOL guys. Its 2020 and you make a sample project of your own technology in 2019 version (or older) of your own product. WOW. Just wow
2019 version is better because it has LTS
How to use cinamachine brain
And create cut scenes in the game
Or use cut scenes made in 3d render engine into mp4format like resident evil 4 tekken 4 did ?
I am thinking changing priority number in code .
So there needs to be a script if 3D cutscene or your cg starts
Cinemachine state is already done
I want to see how powerful cinemachine brain is
how do I make it move with the mouse?
You forgot to mention that by enabling and disabling, the cameras keep the last position before disabling