Can't access Cinemachine via c#

Hello,
as per title, i am trying to access the cinemachine virtual camera script parameters via a custom c#.

There is no mention on how to do that on cinemachine documentation.

Any idea?

Thanks!

4 Likes

Edit:

I figured it out.

  • add using.Cinemachine on top of the script.
  • refer to the cinemachine camera using public CinemachineVirtualCamera vcam;

you can now access all the parameters:
3454214--273762--upload_2018-4-8_0-8-9.png

Remember the cinemachine virtual camera might update on a different Update method (“Smart”, fixed, late), so make sure to add all your per-frame calculations in the right one, or you won’t get the behaviour you expect. (you can check and specify the update method used by the virtual camera clicking on the virtual camera gameobject).

Hope this will help.

3454214--273761--upload_2018-4-8_0-7-22.png

14 Likes

We are fixing our hidden API document issue…

https://docs.unity3d.com/Packages/com.unity.cinemachine@2.1/api/index.html

3 Likes

:hushed:

Thank you Adam!

Hi everyone
I have a problem that visual studio won’t find the Cinemachine Namespace (CS0246) eventhough I installed cinemachine into my project… it once worked but now it won’t find the namespace anymore.
Funnily enough on the unity side of things everything works normally, meaning that if i ignore the errors it works correctly in unity.

Any ideas why this is happening?

Try updating your Visual Studio Tools for Unity

I’ve encountered same issue, but for Jetbrains Rider. Is there something that can be done?

Can you log a bug report with a repro project? It would be much easier to track down that way. Right now it’s a little vague.

There’s not much really to repro. I’m using Unity 2018.1.7f1 for that project. I’ve simply installed the Cinemachine via the package manager.

It works as intended in Unity (there’s no errors), but ReSharper in Rider doesn’t pick anything from the Cinemachine package, stating that it is not found, highlighting everything related as errors.

Tried restarting both IDE’s, no luck, so I’ve reverted to Asset Store version.

Which works just fine. Also, I’ve installed Text Mesh Pro via Package Manager, and it is picked by the Rider as well.

Edit: Just realized that I’ve hijacked the thread, since OP was asking about completely different question. My original post was related to this one:

ok, but the folks in charge of solution generation (not me) would like a bug report, so that the issue gets tracked and addressed efficiently. The likelihood of the bug getting fixed tends to be directly proportional to the specificity of the report and the reliability of the repro steps.
Just saying :slight_smile:

1 Like

Good day guys, I’m using Unity 2018.2.9f1, and still can’t access in code cinemachines API, even if I’m using the namespace, I was downloading the asset through the package manager, and reimporting and also updating the project, still nothing happens and the code editor keeps showing and error meanwhile implementing “using Cinemachine”. If any of you guys got this fixed please please, share it :smile:

Have a nice day you all.

By the way installing the asset through asset store works perfectly :sunglasses:

  1. Make sure your Visual Studio is upgraded, to get the latest Unity Tools for VS
  2. If you have a local .asmdef in your project, you’ll need to add a dependency on com.unity.cinemachine
1 Like

I quit Visual Studio and opened it again and then I could use the Cinemachine namespace

1 Like

you are awesone guys, finnaly I can control cinemachine props via script, thanks!

1 Like

Nice one guyss, help me a lot thankyou!

I have the same problem, and my vscode dont even recognize the name space


the code run fine, just odd that its not recognizing

do we have any solution for it, I have the same issue too

Same issue as what? Code runs fine but VS not recognizing? Sometimes a restart of VS and/or Unity does the job.


I solved the VSCode issue by clicking the regenerate project files button, hope this method also can solve that on your side.

2 Likes