Hello everyone,
I am experiencing a rather strange issue with the Cinemachine FreeLook camera in Unity (3D). While rotating the camera, I notice that it usually operates smoothly, as expected. However, I’m encountering a “snapping” issue when the camera approaches specific orientations, and it’s breaking the smoothness of the camera movement.
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Setup:
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I have a player object with a “lookat” gameobject.
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a main camera with a cinemachine brain
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a virtual camera with cinemachineFreeLook and cinemachineInputProvider components.
the virtual camera has the player as the Follow, and Lookat object (child player object) for the lookat. -
Example:
For instance, if the camera is aimed significantly to the left of the player and starts to turn towards the forward direction, it suddenly accelerates and snaps into a forward-facing position.
- What I’ve Tried:
- I have checked the Rig settings, including Dead Zones and Dumping.
- I have experimented with various Binding Modes.
- I have reviewed the input configurations.
None of these have fixed the issue so far, and I am looking for suggestions on what could be causing this snapping effect and how to eliminate it to maintain smooth camera movement.
Thanks in advance for any insights or advice!