Target group framing and the Deoccluder?

I’ve tried using these together in CM 3.1.0 without any luck. Are these intended to be used together or are there limitations?

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How would you like it to behave? Deocclude after group framing, or deocclude before group framing? Whatever comes after will potentially break what the other one did.

What specifically is your use case?

Just thought I’d add my two cents, as I am having a similar problem. I have a basic 3rd person orbital follow Cinemachine cam, and its target is always set to a Target Group. Usually this group has just the player in it, and during this time the Group Framing component is disabled. There is a deoccluder which is operating the whole time, and providing the expected benefits - the cam is not constantly clipping into geometry as the player spins the cam around in orbit.

However, I have a lock on feature which adds an additional target to the target group. This works smoothly and provides great classic lock on functionality, however it overrides the deoccluder, because it too functions to move the cam closer/further from the target to keep everything on screen.

Ideally, these extension components would have a way to either choose which extension will have final override privileges for cam position or better yet, have an option to apply an effect like the deoccluder specifically before or after the framer. The most ideal set up for this use case would be the ability to set deocclude after framing, with the user understanding that this may cause targets to not be perfectly in frame at every moment.

Typically with orbital cams, the cam flying into a wall and fully obscuring the player is a much bigger deal than the player or other target briefly not being visible, so it should come last.