I’m trying to set up a Freelook follow camera. All I’ve done so far is set a follow and look-at target, edit the orbits, and add the Cinemachine Input Provider script. However, when I playtest it, the camera continuously rotates backwards on the X Axis. What’s stranger is, when I mouse over the scene or game window outside of play mode, the X Rotation of the Main Camera will increase incrementally in the Inspector.
Does anyone know what’s going on or how to stop this? It feels like it’s something simple, but I can’t figure it out and it’s really holding me up.
Sounds like a feedback loop. Can you show the inspectors of your virtual camera and of the main camera?
Here are some screenshots of the Main and VC:
Main Camera
Sorry I could only post one image at a time because I’m a “New User”.
Screen shot of the Virtual Camera
Looks good. Are the two objects (main camera and vacm) hierarchically connected (i.e. one is a descendant of the other)? What about the Goblin target? All three should be separate GameObjects, none being parents of any of the others.
So, I tried disabling the Freelook Camera and copying its components onto the Main Camera and it appears to have fixed the issue. I still don’t know what the issue was or if this is considered best practice, but I think this issue is solved for now.
That’s not good practice. The main camera and FreeLook should be separate.