here is what i do
i add a cine collider and turn off avoid obstacles – which should be called avoid occlusion – and the camera still penetrates the ground, unless i move verrrry slowly
so it seems that it is not firing a longer ray when the delta move is large
Can you show an image or video of the problem. Also please an image of the vcam inspector.
sure
using Cinemachine;
using UnityEngine;
public class FreeLookController : MonoBehaviour
{
float radius=1;
float radiusBottom, radiusMiddle, heightTop;
CinemachineFreeLook _freelook;
public Vector2 minMax = new Vector2(0,15);
public float scrollSpeed = 8;
void Start()
{
_freelook = GetComponent<CinemachineFreeLook>();
radiusBottom = _freelook.m_Orbits[2].m_Radius;
radiusMiddle = _freelook.m_Orbits[1].m_Radius;
heightTop = _freelook.m_Orbits[0].m_Height;
}
void Update()
{
radius = Mathf.Clamp(radius+ Input.GetAxisRaw("Mouse ScrollWheel")*scrollSpeed * Time.unscaledDeltaTime,minMax.x, minMax.y);
_freelook.m_Orbits[2].m_Radius = radiusBottom + radius;
_freelook.m_Orbits[1].m_Radius = radiusMiddle + radius;
_freelook.m_Orbits[0].m_Height = heightTop + radius;
}
}
Have you tried to change your Minimum distance from target?
Yes, you have minimum distance from target set to 20 - which means that it will ignore all obstacles within 20m of the target
Thanks. I changed it back to 0.1, I thought it was for occlusion only.