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You can use cinemachine and trigger areas in which you use code to activate a specific cinemachine object when the player enters the trigger zone. That's one example of how you can use code for a cinemachine.
@@CodeMonkeyUnity thanks allot, i was struggling to find a way to change the target transform during runtime because the thing it needed to follow would be spawned when the game ran from an array of choices
Hmm sure, making a first person camera is just one of the many possible use cases of Cinemachine. If that's all you want then sure I guess you don't need cinemachine at all.
Great. I've currently got a manual swivel and stick on my game camera. The movement is too choppy. I'm going to have a look at Cinemachine, since I'm going to have to produce some cut scenes eventually as well.
There are no tutorials on how to use the state driven camera for 2D anywhere online :( I tried to use it but it doesn't change the perspectives depending on the animations as it should, which is the whole point
Hello ! I know this video is old, but I got a problem with cinemachine... I set the virtual camera, assign the player in Follow and Look At just as you did, but in play mode when I move my player the camera rotate and spin around the player, keeping him at the center. Plss help me !
Look at the camera options, I don't remember the exact option but you want it set to Absolute position and not relative so that when it applies the offset 0,0,-10 it is always applying that offset in world space and not local space based on player rotation And make sure the virtual camera is not a child of the player
is there a way to also move the camera slightly by moving the mouse? sort of like a micro pan across ? my best explanation of the thing i am looking for is the way little nightmares camera works
You would just need some basic logic taking the mouse world position, checking the distance from the center of the screen and moving the object that the virtual camera is following towards that direction by some fraction of that distance.
Hey have you yet (or will you soon) do a video on how you got that lighting to work on the sprite-in-3D world? I’ve been going for a xenogearsv(and other mid ps1 era games) look, but always run into hiccougs with the lighting.
I got it to work by using a Spotlight and Directional Light set to Realtime. If it's baked it can work with Light Probes. I did have tons of issues with lighting when making a mini-game that uses the mixed 3D and 2D world, so it's definitely not an area I'm very experienced in since up until now pretty much all of my work has been done in 2D.
In pakage manager, I see Unity Registry, In Project, My Assets, Build In package. I cannot find all Assets option. And i search but did not gind cinemachine anywhere. Where could I find cinemachine.
I need a tutorial on how to bake lights on prefab, I'm working on a endless runner 2.5d where platforms are instantiate on run time can you do something like that script for it?
@@bezoro-personal there's a online script that you can get for baking on prefab but result with is very bad, btw what you mean by "baking light in a level that is not preset and completly static? my platforms arre set to static and baking light is recommended for performance, tried real time and its taking lot of performance.
Hello, thanks for this usefull and awesome video as always. I have a question, in my Unity editor in playmode my cinemachine seems fine but when I make a build of my project it become very slow(😭) can someone help me please!!???
Is it just the camera or your whole game is slow? Sounds weird that cienmachine would be what is slowing it down. Check the logs to see if you have any errors in the build th-cam.com/video/2ta9-N3kvYs/w-d-xo.html
Hey there! I wanted to ask you, how did you make that 2d character in a 3d world but with a nice shadow? Sprites don't tend to have shadows or interact with light sources, I thought? Thank you :)
How do i trigger a cinematic camera move if my player picks up a key? In other words, if i was to pick up a key i want the camera to pan over to the door it just opened in a 2d project. Thanks ahead of time for anyone with answers!
does anyone know the codemonkey course that deals with the missing "PostProcessingVolume" script ? The unitypackage is playable BUT the player is just pink(Character>Body>Player outline(MArterial) > Legacy Shader "Pink Ball"). How do I convert the Texture -> (SwordTwoHAndedBack) to URP so I can see His player ?
Post processing in URP uses the Volume component and not the PP package unitycodemonkey.com/video.php?v=vmwdKK-GZDc Also textures don't require any conversion, only the shaders used by the material. The converter tool should fix every non-custom shader docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/features/rp-converter.html
this priority value is the reason i don't like Cinemachine because the mest up with all the camera's i have in my game instead to stay in whatever camera i wand to. I do not know why but with Cinemachine it very likely to mest up my cameras and those values are very confusing to my. the main reason i don't like Cinemachine it's exactly the reason you have said the have one camera activity at it time my game have the option to play split scenes that mean more the one camera that needs to be active. and don't wand the camera's to mest up and become active wean i don't want.
it does not make any sense to me but somehow the Lerp was counting up instead of down. so i switched the startingintensity with 0... but seriously it does not make sense.. but for some reason it works cinemachineBasicMultiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(0f, startingIntensity, shakeTimer/shakeTimerTotal);
@@CodeMonkeyUnity In my experience, it happens when the Player jumps of cliffs for example and theres a long distance until it touches the ground. In that timeframe, the Y velocity of the player keeps increasing negatively that the camera eventually lags behind until the Player stops. Im thinking maybe the Gravity might be a factor. I am also implementing a WallJump ability and if I set the power too high, when the Player jumps off the Wall, it will be pushed in the opposite direction at a high speed that the camera again will have issues following the Player. I will play along more with the properties of the Camera. I am using a smooth damping atm, but that seems to be the issue when at higher speeds. I think that when there was no smoth damping, the camera was locked to the player. I havent got to that point yet, but Im thinking I might need smooth damping to make a Parallax Scorlling effect in the background.
Make sure at the top of the Package Manager that you have "Packages: Unity Registry" selected instead of the default "Packages: In Project". Cinemachine should show up then.
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❤️ Using this Affiliate Link helps support the channel
You deserve so much more credits. Iam back into making games thanks to you!
That's great to hear! Thanks!
I LOVE this 2D-3D mix
You made this tutorial on the same day I need to add 2 Cinemachine cameras to do exactly what you showed in the tute! Fab!
Hey, im an awesome supporter!! Good video as always!
Thanks for your support!
Another great tutorial. Thanks again for demonstrating Cinemachine..
Great content! As always! 👍🤓
subbed, notified and liked. U a g homie.
Thank you so much! This was has helped me a lot
Awesome. Needed this. Thank you!
Thank you for this, It really helped me out a lot.
Keep up the pro work! 👍
Did you noticed that there is also ZERO tutorials about programming Cinemachine?
Yeah it's very designer focused. It took me a while to figure out how to modify the stats through code so maybe I'll cover that in a video.
You can use cinemachine and trigger areas in which you use code to activate a specific cinemachine object when the player enters the trigger zone. That's one example of how you can use code for a cinemachine.
@@CodeMonkeyUnity please do 👍
@@AndrewMaksym I did cover one way to modify it through code here th-cam.com/video/ACf1I27I6Tk/w-d-xo.html
@@CodeMonkeyUnity thanks allot, i was struggling to find a way to change the target transform during runtime because the thing it needed to follow would be spawned when the game ran from an array of choices
Omg thank you. Been wanting a good tut on this,
Thanks :)
Amazing...absolutely amazing. Thanks! :D
Thank you for the amazing videos!
very cool tut, I'm struggling to find where to remove the rotation tho, like if I want to retain some sort of isometric angle that is fixed
Nice video!
awesome like always.
You know what! You can just make the camera the child of the player. It works just perfectly and conserves more time
Hmm sure, making a first person camera is just one of the many possible use cases of Cinemachine. If that's all you want then sure I guess you don't need cinemachine at all.
awesome tutorial as always. can you make a tutorial on profiler to optimise the performance?
Yeah the Profile is definitely something I'd like to cover but haven't found a good way to do it yet.
Great channel
Excellent, i need something like this for schow case trailer for a steam game.
Thanks!
INTERESTING!
Great. I've currently got a manual swivel and stick on my game camera. The movement is too choppy. I'm going to have a look at Cinemachine, since I'm going to have to produce some cut scenes eventually as well.
this Character controller looks awesome... I tried to create in 3d but light unable to cast shadows
There are no tutorials on how to use the state driven camera for 2D anywhere online :( I tried to use it but it doesn't change the perspectives depending on the animations as it should, which is the whole point
Hello ! I know this video is old, but I got a problem with cinemachine... I set the virtual camera, assign the player in Follow and Look At just as you did, but in play mode when I move my player the camera rotate and spin around the player, keeping him at the center. Plss help me !
Look at the camera options, I don't remember the exact option but you want it set to Absolute position and not relative so that when it applies the offset 0,0,-10 it is always applying that offset in world space and not local space based on player rotation
And make sure the virtual camera is not a child of the player
It is probably late, but in Body, you want to set Binding Mode to World Space. This helped me at least...
I just search for a 3rd person overlook (view form top to bottom) cinamachine. And so it is 2d mode! Thx you!
is there a way to also move the camera slightly by moving the mouse? sort of like a micro pan across ? my best explanation of the thing i am looking for is the way little nightmares camera works
You would just need some basic logic taking the mouse world position, checking the distance from the center of the screen and moving the object that the virtual camera is following towards that direction by some fraction of that distance.
Btw how can I get a better resolution upper than 360p?
On this TH-cam video? Click the gear icon, all my videos at 1080p
Hey have you yet (or will you soon) do a video on how you got that lighting to work on the sprite-in-3D world? I’ve been going for a xenogearsv(and other mid ps1 era games) look, but always run into hiccougs with the lighting.
I got it to work by using a Spotlight and Directional Light set to Realtime. If it's baked it can work with Light Probes.
I did have tons of issues with lighting when making a mini-game that uses the mixed 3D and 2D world, so it's definitely not an area I'm very experienced in since up until now pretty much all of my work has been done in 2D.
Can we use it with an orthographic camera to achieve an effect like the "Tiny Room" game?
How to change camera priority using code?
cinemachineVirtualCamera.m_Priority
@@CodeMonkeyUnity Thanks❤️
Couldn't find it in documentation.
why cinemachine doesn't work with Camera.main.pixelWidth? how can I fix it?
In pakage manager, I see Unity Registry, In Project, My Assets, Build In package.
I cannot find all Assets option. And i search but did not gind cinemachine anywhere.
Where could I find cinemachine.
It's in the Unity Registry which are the official Unity packages
@@CodeMonkeyUnity Thank you.
I need a tutorial on how to bake lights on prefab, I'm working on a endless runner 2.5d where platforms are instantiate on run time can you do something like that script for it?
@@bezoro-personal there's a online script that you can get for baking on prefab but result with is very bad, btw what you mean by "baking light in a level that is not preset and completly static? my platforms arre set to static and baking light is recommended for performance, tried real time and its taking lot of performance.
Hello, thanks for this usefull and awesome video as always. I have a question, in my Unity editor in playmode my cinemachine seems fine but when I make a build of my project it become very slow(😭) can someone help me please!!???
Is it just the camera or your whole game is slow? Sounds weird that cienmachine would be what is slowing it down. Check the logs to see if you have any errors in the build th-cam.com/video/2ta9-N3kvYs/w-d-xo.html
@@CodeMonkeyUnity hi, it's only the camera
@@CodeMonkeyUnity there is no error in the build
Can you make a video on 2d procedural generation ?
I have thought about doing a Procedural Dungeon like I made for Survivor Squad
@@CodeMonkeyUnity If you do such a tutorial, I'd definitely watch that one!
Hey there! I wanted to ask you, how did you make that 2d character in a 3d world but with a nice shadow? Sprites don't tend to have shadows or interact with light sources, I thought? Thank you :)
The character is built using a MeshRenderer th-cam.com/video/11c9rWRotJ8/w-d-xo.html
How do i trigger a cinematic camera move if my player picks up a key? In other words, if i was to pick up a key i want the camera to pan over to the door it just opened in a 2d project. Thanks ahead of time for anyone with answers!
NEVERMIND!!!!! Figured it out not but a minute later. Thanks again present me!
YOURV WELCOME!
does anyone know the codemonkey course that deals with the missing "PostProcessingVolume" script ?
The unitypackage is playable BUT the player is just pink(Character>Body>Player outline(MArterial) > Legacy Shader "Pink Ball").
How do I convert the Texture -> (SwordTwoHAndedBack) to URP so I can see His player ?
Post processing in URP uses the Volume component and not the PP package unitycodemonkey.com/video.php?v=vmwdKK-GZDc
Also textures don't require any conversion, only the shaders used by the material. The converter tool should fix every non-custom shader docs.unity3d.com/Packages/com.unity.render-pipelines.universal@12.0/manual/features/rp-converter.html
When I play on Android smartphone, the pixels of sprites burst, how can I fix it, will you help me?
this priority value is the reason i don't like Cinemachine because the mest up with all the camera's i have in my game instead to stay in whatever camera i wand to.
I do not know why but with Cinemachine it very likely to mest up my cameras and those values are very confusing to my.
the main reason i don't like Cinemachine it's exactly the reason you have said the have one camera activity at it time my game have the option to play split scenes that mean more the one camera that needs to be active.
and don't wand the camera's to mest up and become active wean i don't want.
it does not make any sense to me but somehow the Lerp was counting up instead of down. so i switched the startingintensity with 0... but seriously it does not make sense.. but for some reason it works
cinemachineBasicMultiChannelPerlin.m_AmplitudeGain = Mathf.Lerp(0f, startingIntensity, shakeTimer/shakeTimerTotal);
If you are decreasing the third argument it will "count down", add a Debug.Log to see what the math is doing
Hey Code Monkey, the Affiliate Link is broken.
ECS! ECS!
Anyone has found a fix for when the Players velocity gets too high and the camera has problems catching up with the Player?
What problems does it have? It should catch up immediately if the player goes into the red area.
@@CodeMonkeyUnity In my experience, it happens when the Player jumps of cliffs for example and theres a long distance until it touches the ground. In that timeframe, the Y velocity of the player keeps increasing negatively that the camera eventually lags behind until the Player stops. Im thinking maybe the Gravity might be a factor.
I am also implementing a WallJump ability and if I set the power too high, when the Player jumps off the Wall, it will be pushed in the opposite direction at a high speed that the camera again will have issues following the Player.
I will play along more with the properties of the Camera. I am using a smooth damping atm, but that seems to be the issue when at higher speeds. I think that when there was no smoth damping, the camera was locked to the player.
I havent got to that point yet, but Im thinking I might need smooth damping to make a Parallax Scorlling effect in the background.
Hi love your vids. can u make a vid on celestes hair(i have 5 month im stcuk), i need to uderstand it so i cn make my game.
I am having trouble with a top-down camera I don't want the camera to rotate around the player
If you just set the follow field it won't rotate, just like I showed at the end
@@CodeMonkeyUnity See It pays to watch the whole video eh? LOL Thnx!
why am i the only who cant add cinemachine it doesn't even show
What can't you do? You just need to install the package, that's it
Make sure at the top of the Package Manager that you have "Packages: Unity Registry" selected instead of the default "Packages: In Project". Cinemachine should show up then.
Hello Hugo,
I am not able to implement it on third person can you please guide me ?
Can you focus in 3D Games ☺
Can i create a gameplay with cinemachine without write a camera following script?
Is it possible to make a gameplay?
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This is ridiculous, we dont have 1 single tutrial on web about change between cameras (using cinemachine and a simple key')...nothing, ZERO...
You just change the priority, that's it. It will smoothly interpolate all the values when another camera has a higher priority
@@CodeMonkeyUnity hey, about change the camera WITH a key (like Ooti cam). :)
@@CodeMonkeyUnity I post it on Unity Forum, Cinemachine session - about it and mouse lock. *
Thank you!