Cinemachine camera not alligned with horizon in startup

Hey there every one
After updating my cinemachine theres a wiered behaviour in my camera

You can see what a perfect alligned shots looks like in this picture

But now the problem is like this

Its happening for random on game startup i think its something with the y value in cinemachine but didnt figure it out how to solve this
Im using freelook camera and set all three rig heights same 1.25
Any help will be appreciated
Thanks

Can you show the inspector for your FreeLook?
(why are you using FreeLook with 3 rigs the same? It’s complicated for nothing)

6553051--741868--Cinemachine.png
Hey
Heres my inspector and also i didnt found any setting for maybe having a single rig?
Theres always 3 and i dont want the y value at all so made all 3 height the same

It’s because you’re using BindingMode LockToTargetOnAssign. Try LockToTargetWithWorldUp.

Try replacing your FreeLook with a simple vcam set up like this:

6553075--741871--upload_2020-11-23_11-41-2.png

This will allow you to orbit the target with mouse X movement, using a single orbit height.

Thank you
Will try these

Ok now the problem is i coded freelook to use my joystick as input but now in a generic type of virtual camera theres no m_Xaxis.value
So how am i suppose to control this value in cinemachinevirtualcamera now

Use vcam.GetCinemachineComponent().m_XAxis.

Alternatively (and cleaner), use a behaviour that implements AxisState.IInputAxisProvider to control the input.
see Interface AxisState.IInputAxisProvider | Cinemachine | 2.6.17

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