Camera won't stop orbiting

We have a very simple Cinemachine TPS setup with a single FreeLookCamera. Orbits are set to Simple Follow With World Up and for testing purposes all damping values are set to 1.

The problem is that the camera will not stop orbiting around the target. It slows down a lot but does not come to a complete stop even after mouse control is relinquished and axis inputs read 0. While that is kind of cool for a cinematic view it’s not so great for general gameplay. I think I have tried tuning every parameter that’s available in the inspector and none have made a difference. What other settings should I check to find the source of the camera not coming to a full stop?

Sounds like you have some kind of feedback loop between your camera and your player controller.
Can you post the inspector for the FreeLook?

Thank you Gregory, here’s the inspector screenshot.
Unfortunately I can’t provide a video, but the Freelook’s x/z position changes at a rate of about 0.01 per second. CameraFollow/CameraLookAt targets are not moving.

Try setting your LookAt and Follow targets to the same thing

I tried setting both to the same GO but it did not make a difference.
One thing that helps (in a way) is toggling the FreeLookCamera by setting it to inactive, then turning it back on again. There’s a brief jerk and then it’s stable.

That’s very strange. It shouldn’t happen. Does it happen if you change the FreeLook’s binding mode to World Space?

Thanks again Gregory!
I still need to do some more testing, but switching to World Space seems to fix this problem. For reference, this is with version 2.6.3

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