How can i get my player to rotate with Cinemachine POV cam.

Sounds simple, but i cannot for the life of me figure it out.

Using this code below to rotate “cameraTransform” vCam is locked to, think it’s from Brackeys first person controller video.

float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime;
        float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime;

        xRotation -= mouseY;
        xRotation = Mathf.Clamp(xRotation, -maxLookAngle, maxLookAngle);
        transform.Rotate(Vector3.up * mouseX);

The issue with this is that the player doesn’t rotate in sync with the camera at all, It will start with like Z facing forward then as i rotate a little erratically it will end up with like X facing forward, or even off to the side.
Iv’e tried putting that code in all 3 update methods, i have moved the player script to be called after the Cinemachine brain script and still no luck.
Appreciate any help, thanks.

Gif of issue (confusingly using modified code but has the same effect, it’s not syncing with the pov camera)
pertinentinexperiencedhadrosaurus

I would not use POV for this. If you’re making a 1st-person camera and already have a script that moves the player objects around, the easiest way to involve Cinemachine is to keep your motion script and put a passive CinemachineVirtualCamera component directly onto the player GameObject, replacing the Camera component that would be there if you were not using CInemachine. A passive CinemachineVirtualCamera is just an ordinary CinemachineVirtualCamera with “do nothing” in Aim and Body. The result if that the vcam moves exactly in sync with your player.

Hey thanks for the reply, I haven’t been able to get around to remaking my character controller until now.
What you’ve said is good and works as a way to just implement cinemachine systems, eg transitioning to other vcams etc.
What i will miss the most is the POV accelleration and decelleration the (dampening) or whatever it’s called. It’s why i wanted to use cinemachine for first person because if felt so much more lifelike and less vomit inducing.

Is there another way to implement the POV accel and decell stuff without being a POV cam?

Yes, POV movement control is implemented by Cinemachine’s AxisState struct. You can put those in your own script to drive the rotation.

https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/api/Cinemachine.AxisState.html