I have some issues with the cinemachine free look camera. I am trying to create a skate game and at the moment the camera follows the board and stays behind it. I also managed to swap direction after the board is rolling in the opposite direction (e.g. after reentering a pipe). But I did this by just swapping the look at objects (I have to that look at each end of the board). So no smooth transition between the two points. Is there a better way to smoothly turn the camera around?
But the issue I am having at the moment is about jumping. I want to stop the camera from following the boards forward direction so that I can turn the board in the air without the camera following.
I tried to save the rotation on jumping and set it during airborne phase but the transform.rotation of the freeLookCamera is always 0. So I also tried to do the same thing for the Main Camera but this also doesn’t work. I was thinking about updating the x-Axis value with the difference of board turning change during jump but I hope that there is an easier way to do it.
I was thinking about a custom camera script but I read that cinemachine is very powerful so I hope there is a way to do the things I need with cinemachine.
Hello!
For your skate game, use Cinemachine State Driven Camera to switch between states like “Ground” and “Airborne” based on player actions. Adjust the Dead Zone in Framing Transposer to prevent the camera from following during jumps. If needed, a custom script can give precise control over the camera’s position and rotation for smoother transitions. Finally, use “Inherit Position” when switching cameras to maintain continuity.
Thanks for the advice. I will try my luck with the state driven Camera. I managed to create a custom script that does what I need in the meantime. Since I am pretty early in my development process this will due the trick for now but I want to improve it on the way and the state driven camera sounds promising. Thanks again.