Hello,
I have tried this behaviour on Unity 2019.3.0b1 with Cinemachine 2.3.4 and on Unity 2019.3.0f3 with Cinemachine 2.3.4 and 2.4 preview 10.
I have a platformer game with a cinemachine virtual camera following the player with Look ahead, smoothing set at the max(30). It works like a charm in the engine but the smoothing seems to be turned off or at most something like a value of 5 (hard to gauge) in an actual build.
Do you have any insight on this, is there something I need to enable to also have it in a built game?
I have my virtual camera settings attached, tell me if you need to know something else.
Interesting. I wonder whether it’s framerate-related. What are the framerates of the build and the editor?
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Thank you so much for getting back to me. You hit the nail on the head, the build ran at about 2000fps, in editor was about 200 (still stupid for this game). I had not realized that my quality settings were quite messed up. Smoothing works as it should now.
I’m also having issues with this, after removing the frame-rate cap on my game, the camera just slams around whenever my character gets any kind of speed boost!
Yes, the lookahead is sensitive to framerate. Best to keep that cap on.
2018.4. In editor Cinemachine Lookahead works beautifully. In a build the camera shoots off into space.
CM 2.6 (available now in preview) has improved lookahead logic. You might want to give that a try.
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