I’m having some issues with an orbiting free look camera setup I’m using in my project. The goal is to have a camera orbit an object based on mouse movement when the left mouse button is pressed. My Cinemachine version is 2.2.7 and Unity is 2018.2.9f1. I’m having two issues currently:
- In a build, orbit speed is much slower
- In a build, orbiting can get “stuck” and never fully stop (though it gets close)
I don’t have the above issues in the editor. Here is my virtual camera setup:
To enable/disable orbiting I do the following:
cinemachineFreelook.m_XAxis.m_InputAxisName = "Horizontal";
cinemachineFreelook.m_YAxis.m_InputAxisName = "Vertical";
and
cinemachineFreelook.m_XAxis.m_InputAxisName = "";
cinemachineFreelook.m_YAxis.m_InputAxisName = "";
cinemachineFreelook.m_XAxis.m_InputAxisValue = 0;
cinemachineFreelook.m_YAxis.m_InputAxisValue = 0;
Of course horizontal and vertical input is set to mouse movement in the input manager.
Any idea how I can fix this?