Hello, so I’m still pretty new to Cinemachine and don’t really have a grasp yet on what avenue would be best for setting my camera up.
Linked gif, since embedding does not work (sorry)
https://cdn.discordapp.com/attachments/371740260607983616/1221885134320697495/2024-03-25_11.12.15.gif?ex=66143435&is=6601bf35&hm=9bfb2ce7295ef7c12e1c7b95a3ca6f0e43d3759a398c410b42158570a2ea447b&
I’ve made a janky little setup here by literally just setting the player as the main camera’s parent and positioning said camera behind him.
Of course, this is lightyears away from any remote semblance of ideal (the camera will clip right through the walls ffs lol), but it makes for an ok placeholder to show what I’m going for.)
These are the general stipulations for what I have in mind:
-
The camera stays more-or-less behind the player, but with a small delay/lag whenever the player turns. (Third Person Perspective is ig what it’s called)
-
I also feel that the camera should zoom out a bit as the player walks/runs.
-
There’s also the issue of how to tackle what happens with the camera whenever the player gets close to a wall (as in, if the player’s back is right up to the wall, the camera behind him is not clipping outside of said wall).
-
Keeping claustrophobic hallways and areas in mind is a must.
-
Think Siren Blood Curse.
Anyway, I was curious to see any discussion and/or discourse regarding how a camera system like this can/should be setup.
(Also, the more you explain the details of how to do something technically in Cinemachine, the better since I’m still pretty new to it’s functions.)