Cinemachine camera snap on pause

Hi!

Cinemachine: 2.3.4
Unity: 2019.3.0f1

When the player enters a trigger, I set Time.timescale = 0 to effectively pause the game. On 2.3.4, the virtual camera would freeze in position.

I upgraded to 2.4.0, now, on pause, the camera will snap closer to the player.

Is this a known issue?

Thanks!


Can you give some details about your vcam setup? “Snap closer to the player” is too vague for me to understand the possible causes.

Sorry! I should have realized that before posting.

I have just a simple vcam following the player (with the settings in the original post).

Here are two videos showing the two different versions. 2.3.4 is the no snap one while 2.4.0 is the with snap video.

I hope this is enough details, if no, what other details should I provide?

Thanks!

It could be the lookahead. Does it still happen with the lookahead time set to 0?

Yes, that is the issue! Is this a bug? If it isn’t, is there a way to pause the game without the snap back happening?

Thanks

Try setting CinemachineCore.UniformDeltaTimeOverride = 0 during the pause. Let me know if that works for you.

CinemachineCore.UniformDeltaTimeOverride = 0;
Time.timeScale = 0;

If I did this correctly, it doesn’t work, unfortunately.

Well then, it’s a bug with lookahead :frowning:
Can you file a bug report?

Hi,

I filed it - Case # 1213580

Thanks!