Cinemachine 3.1.1 is Now Available

"Precious Cinemachine, it is! The clever tricksy tool for the filmmakers, yes. Makes the cameras dance and sway, so smooth, so nice. We loves how it follows the subjects, like a sneaky hobbit, never losing sight. Yes, it automates the shots, precious, so we can focus on the story, the precious story."
– Gollum

Update: 3.1.2 has been released.

Release Notes:

We’ve added a new Rotation behaviour for creating curated spline-based shots: SplineDollyLookAtTargets. With it, you can assign LookAt targets to specific points on the spline, so that when the camera reaches that point, it looks at the desired target. In between, it rotates the camera intelligently, easing in and out of the target rotations.

You can look at target objects (with an offset that you can specify), or at absolute points in space.

It comes with a nifty new scene-view tool for setting it all up.

Bugfixes:

  • InputAxis.TriggerRecentering() function caused the axis to immediately snap to its recenter value.
  • When multiple CM Brains were present, FixedUpdate cameras were sometimes being updated too frequently, resulting in jittery motion.
  • StateDrivenCamera inspector was failing to correctly set the states in the instruction list.
  • Decollider ignored terrain layers when resolving obstacles.
  • The GroupAverage Rotation Mode in CinemachineTargetGroup was not calculated properly.
  • Added missing null check in CinemachineTargetGroup.WeightedMemberBoundsForValidMember().
  • CinemachineTargetGroup was erroneously showing the Legacy Targets member in the inspector.
  • Added missing null check in CinemachineDeoccluder.PushCameraBack().
  • Cinemachine did not work properly with scaled splines.

Other Changes:

  • CinemachineGroupFraming now has a compatibility mode so that it can work out of the box with CinemachineConfiner2D.
  • Added Recenter Target setting to CinemachinePanTilt.
  • SimplePlayerController no longer uses PlayerController.isGrounded because it’s not reliable outside of FixedUpdate.
  • Removed FadeOutNearbyObjects sample scene and shader, because it was not showing anything useful.

If you are currently using Cinemachine 2.X:

Please note that not everybody using Cinemachine 2.X needs to upgrade. We will continue to support CM2 for some time. The latest CM2 update is here .

Before upgrading to Cinemachine 3, check if you have custom scripts that make significant use of the Cinemachine API. If so, it may be better to stick with previous versions. And, although we provide a tool to convert project data, there is currently no automated way to migrate code. The Unity API updater can’t take care of all the API changes, so this will require a manual upgrade.

If you are using Cinemachine “out of the box” without any custom scripting using its API, the upgrade process will be relatively easy.

Resources

For more information, please have a look at:

Requirements

  • The recommended version is Unity 6.
  • The minimum required Unity version is 2022.3.

Getting started

  • Open a new project through the hub
  • Go to Window > Package Manager
  • Search for Cinemachine in the Unity registry
  • In the version history select 3.1.1
15 Likes

Updates have been amazing so far. Great work.

Any idea if there will be more samples added in package manager?

1 Like

Images are broken

What kind of samples would you like to see?

They work for me. Try refreshing.

Tried with no luck…9915144--1433220--upload_2024-6-29_16-38-58.png

Also broken images for me

hmmmm re-uploaded them. Try refreshing now.

2 Likes

Yes all good now!

1 Like

Hi,

Is there any word on a DOTS version of Cinemachine? I understand it was postponed until the new ECS merge with Gameobject is finished. But once that’s complete are there plans to revisit a DOTS version, or will it remain GameObjects only?

For now, there are no definite plans to resume work on the pure-DOTS version of Cinemachine. It’s not out of the question altogether, but for now it’s on hold. Cinemachine does work in ECS hybrid mode, so in that sense it’s compatible with DOTS.

Can the CM2 samples be ported over to CM3? I had attempted doing this myself a while back as there are many CM2 examples that aren’t on CM3.

@player7: Which samples would you like to see?

In general, it’s not difficult to port them. Just follow the instructions in the upgrade guide:
https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineUpgradeFrom2.html

yeah I did a few months ago, go about converting them to CM3 but there were some that had custom shaders from what I remember that URP was a fail at so I left it there (so I have some of them converted but if I import CM3 and add the samples from that, would be nice to just have them all working and imported into the project from that more official way of doing it)

I’m curious to know which of the CM2 samples you would find to be helpful. In our view, there’s nothing significant there that isn’t covered better by the CM3 samples.

From what I remember I was looking at more 2d example samples as I had project on ‘pro camera 2d’ which does a lot of 2d camera stuff… but CM2 also had some other 3d samples… it’s more about variety in the examples code snippets etc how it’s done examples to just quickly playtest aswel

Heyyoo :slight_smile:

Do you have an example of what you think should be covered and isn’t? For example what sample in CM2 you think isn’t represented in CM3?

CM3 samples are less focused on individual features and more how to combine them to use them in an actual game. To give you an example the cutscene sample in CM3 shows you the same features as timeline and Trigger volume Timeline in CM2. Instead of showing each feature in it’s own sample we show how they could be setup within a game.

If you are looking for a more component by component approach our awesome doc people are doing an overall of the documentation. It’s still in progress but a lot have been done already. But feature wise samples cover the same features and even a bit more since now we cover the input system package and SRPs.

https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/concept.html

Hope this helps let us know if something is missing :slight_smile: .

2 Likes