Cinemachine Freelook x New input system - crazy sensitivity issue

Hey there,
I just upgraded to cinemachine (2.6) and added new input system (1.0.0).
I setuped keyboard/mouse ad gamepad controls. Hooked new Cinemachine Input Provider into a Freelook camera.
When i run game, freelook camera (3rd person) is flying around on the smallest movement of mouse or gamepad stick. It looks like sensitivity went crazy. It worked like a charm on old input sytem :frowning:
Am i misssing something? In a blog post i read that there should be some example for new imput system shipped with CM 2.6 but i cannot find it.

Some relevant settings:

  • mouse in Input Action is used through Value/Vector2, Delta Mouse and it is Normalized Vector2 (without normalizing mouse is even more sensitive
  • pretty default camera settings:


thank you all for help

Does the problem persist if you disable Cinemachine Collider?

yes, it still persist :frowning:

i just have a second thoughts on how to describe this problem. it looks like that camera is moving with a constant speed in gameā€¦ probably caused by Normalize ā€¦ so either its moving on axis with Input Axis value 0 or 1 ā€¦ nothing between, that could cause that weird movement at the first place.

but on the other side, when i disable normalize, camera is going crazy how i described it before. its almost imposible to control it with the mouse

I donā€™t see anything that pops out. Could you send me your Player Controls, that you use for XY axis?

Change from max speed to value gain on your Freelookā€™s Axis Control. See the attached image.

Hey there Gabor.

Thank you for your help. I really appreciate it.
Changing MaxSpeed to ValueGain is making camera even crazier ā€¦ like sensitivity 3000 :smile:

Anyways. i replicate this problem in a new project, made a github repo with cinemachine as default without new input system.
then i made a branch where new input system is implemented and cinemachine is configured to use it. i didint do any special settings (expcept orbits for rigs). also created two videos with different behaviours.

repo:
https://github.com/ludovitkapusta/cinemachineXnewInputSystemTest
branch with new input system

also here is a pair of videos:
cinamchine without input system, just one freelook camera and thats itā€¦ its working just fine:

and video with comentary with input system:

Hope this helps
THANK YOU! <3

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Note: input value gain interprets Speed as a direct multiplier for input values. You canā€™t leave it at 300! Put it way down. Start with 1 and see what happens. Also, normalizing the input is a bad idea, as you indicated. Leave it un-normalized.

yep, when i set Value gain, i put input values to 1, as a part of testingā€¦ but it was still way off. on th ether side, i was changing it in play mode, but that should be fine, right?

also i got rid of normalize in repos, so it should be fine to test

For me itā€™s fine with these settings:

6072573--658473--upload_2020-7-9_12-34-50.png

6072573--658476--upload_2020-7-9_12-35-5.png

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Thank you for your help guys :slight_smile:

im not totally satisfied with the result as it is not as smooth as it was without input system, but with your advices its still a way better then what i was able achieve with input system so far.

i eneded up with these settings (default windows sensitivity with 800dpi mouse)
6072798--658503--upload_2020-7-9_19-24-38.png

And for the gamepad in Input Actions, i had to set up Processor Scale Vector2 so these new Speed settings will be scaled:
6072798--658512--upload_2020-7-9_19-30-41.png
(will probably play more with these scaling to fit my preference)

so leaving this here as it may help someone in future

6072798--658509--upload_2020-7-9_19-28-5.png

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Thereā€™s your problem. Turn these down (or get rid of the scale) and you wonā€™t have to compensate so much in the CM axes.

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:slight_smile: nooooo :smile:

the scaling was added after adjustments according to your last message. and it is applied only for GAMEPAD stick, not mouse

sorry for creating a chaosā€¦

Well, why do you scale it so much? Youā€™re having to divide it by 1000 in the Y axis. Why not scale it by 0.1 instead, and have more reasonable values in the FL axes?

hmmā€¦ i understand what you trying to say, good idea.

Those FL axes was initially set up to cover mouse and its movement. mouse is without any scaling, so with those values from my image above, it work somehow ok.
then i tried to control camera through gamepad, and it almost didnt move, so thats why i applied scaling there.

but yes, i can scale both mouse and gamepad separately for some values like you advising and then have more reasonable values in FL. and im going to do it :wink:

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Yes, I think the FL should have reasonable values, and itā€™s up to you to set up the input system to feed FL consistent values, accounting for the differences in the input devices.

I can confrim that there is a huge difference in speed of camera movement between old and new input system.
Had to tone speed down a lot to get similar results (enclosed).

I use same settings in Input System as Escuriak: Value, Vector2, Delta [Mouse].

Values from Input action I can se in ā€œInput Axis Valueā€ in camera component are much higher than in old Input system and never decimal. Somewhere between -20 to 20.

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did anyone found a solution ı have the same problem too

You can set up the new input system to scale the values it generates, so you can make it consistent with the old input system.

This might be explained by the fact that speed is divided by time
float speed = input / deltaTime;
This division looks very strange.

In my case, the smart update method of CinemachineBrain updates in FixedUpdate and creates undesirable side effects

  • at low FPS (30 frames) it is rotating very fast

  • at high FPS(150 frames) it is barely rotating

@Gregoryl do you have any input on how I can fix this?

Iā€™m using CinemachineFreeLook with CinemachineInputProvider from Cinemachine v2.6.9.

Hello @urilache
Using Cinemachine 2.6.9, we setup a gamepad with the new input system and hooked it to a Cinemachine Freelook camera and we are not seeing the behavior you are currently experiencing. Even if we change the game FPS, we ahve constant behavior. Even changing the Update Method give us constant behavior.

Could you sent screenshot of you Cinemachine Freelook inspector so we can have a look at it?

Thank you

Attached is the setup I used for the Camera.
Please note that the issue happens when using the mouse to rotate the camera (sorry, missed adding this info previously). Gamepad does not present this issue.

Thank you for looking into this issue.

7431911--910244--CinemachineFreelookMouseSetup.png