Hi there!
I think I’ve run into a small issue with Cinemachine’s Free Look Component. I don’t know if this is an actual bug or simply some parameter I missed.
The setup is simple:
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In an empty scene, create a Game Object. This is the target. It can be a sphere, a cube, a more complex mesh or an empty object, it doesn’t matter.
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Add a Cinemachine Brain component to the Main Camera object. You can leave its default properties.
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Create a new Game Object and add a Cinemachine Free Look component to it. This is the virtual camera.
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Set the Follow and Look At properties to the target Game Object created earlier.
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The aim is to rotate the camera around the target, horizontally and vertically. You may need to configure the Axis Control properties or add a Cinemachine Input Provider component accordingly.
In the Inspector, select the Main Camera object to keep track of its position and rotation. Then run the scene and rotate the camera around the object.
For some reason, after some time, even when I’m not rotating the camera manually, it still rotates on its own horizontally.
I’ve noticed the rotation is faster when the camera is rotated 90° or -90° on the Y axis, and it rotates towards 180° or -180° (the closest of the two). However, there’s almost no rotation at 0°. The longer the simulation runs, the faster it gets.
Setting the time scale to 0 (through the Project Settings or via scripts, i.e. for a pause menu) doesn’t seem to stop this rotation. Blending to a second virtual camera, then back to the first one, has no effect either.
However, disabling then re-enabling the virtual camera object (or its component) “resets” this effect.
This is a slight rotation that’s been bugging me for days. Any idea how to solve this?