Does anyone know how to get a wide view Cinemachine camera to work in a fast-paced 2D platformer?
I’m currently working on my Rocket Jump game and I’m trying to get a wide shot Cinemachine camera to show a wide view of the level while still allowing the player to see what’s below, above and in front of them when they use the rocket jump.
The goal of the game is to get to the end before the timer runs out and so I need the player to be able to see what’s coming so they don’t get blindsided by the camera.
I’ll include some footage to give a better idea of how my gameplay works.
Here’s my Cinemachine camera settings too.
Set a large ortho size. Use Lookahead.
A more advanced approach could include adjusting ScreenX and ScreenY dynamically depending on the direction of motion. You’d have to lerp towards the new value gradually with a custom script. You could also adjust the ortho size dynamically depending on the direction of motion.
Another approach: use a target group containing your player object and an invisible object that you dynamically position some distance away from the player in the direction it’s moving. Use the group framing settings on the framing transposer to control how the two objects are presented on the screen, and how the ortho size changes dynamically.