Firstly let me thank Adam and the team for creating such an incredible, robust tool. You’re doing such amazing work making game creation more accessible than ever before.
I’m really curious to know whether Cinemachine is capable of creating most of the complex behaviour found in the following camera of the Silent Hill games (found in the street levels and some indoor areas). Below are a couple of videos that show the system in action.
Discerned Camera Rules:
These are the rules that this system seems to follow.
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The camera should focus on a point in front of the player.
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It will follow this point and try to maintain a minimum distance at all times.
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The camera should try aim from behind the characters’ back and rotate towards this position when it becomes available.
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If a rotation around the player would make the camera hit a wall, it will not attempt to make the rotation.
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The speed at which it rotates is based on how much the player is facing the camera, where the rotation will not occur (or occur extremely slowly) if the character is looking towards the camera.
Click to show videos of Silent Hill’s Camera System