Hey
It seems like CinemachineFollow always uses the Euler dampening values when its Binding Mode is set to “Lock To Target With World Up” or “Lock To Target No Roll” even though its Angular Dampening Mode is set to Quaternion.
Cinemachine v. 3.1.0
Unity v. 2022.3.19f1
To reproduce in new project:
- Setup Camera with Cinemachine brain
- Create Follow Camera from the Cinemachine menu and attach it to a target.
- Set the Follow’s Binding Mode to “Lock To Target With World Up”
- Set its Euler rotation dampening values to 1, 1, 1
- Change its dampening mode to Quaternion and set dampening to 0
- Go to play mode and rotate the target. Notice how the camera follows the targets rotation with dampening.
- Change Binding Mode to “Lock To Target” and notice how it now follows the target rotation without dampening
Note.
In our main project I also have an issue where the camera does not follow the targets rotation at all with “Lock To Target With World Up”. It seems like it might be related to the above bug.
From debugging it looks like the problem could be PreviousReferenceOrientation which is a Quaternion with value stuck at (0,0,0,0) so maybe it is some kind of gimbal lock?
It happens from the beginning when the camera is enabled and if I change to “Lock To Target” and back to “Lock To Target With World Up” it fixes it (but is still bugged using euler dampening).
I cannot reproduce it in a dedicated scene or separate project as I can with the euler dampening bug.
Regards
Søren