For some reason when transition from and to the FreeLook camera weird rotation jitters happen, they are sort of reproducible but sometimes they don’t happen at all in the same circumstances.
I’ll attach a video and the two components this specific instance is happening, but in my project, it happens nearly everywhere at random, but only with the FreeLook camera.
Reference Camera Movement Footage:
Broken Camera Movement Footage:
Also here are Screenshots of the Main Camera with its components, the FreeLook camera, and the Virtual Camera.
The Free Look Transition is set to Screen Space Aim When Targets Differ and the transition is done inside a timeline.
Thanks in advance for any help,
Best wishes,
Lukas
Can you show me a picture that illustrates the player, with the Player transform and the Camera Look At transform indicated? A side view would be good.
Thanks for the image, but I’m not really sure what’s what in it.
Nothing egregious leaps out at me.
Any chance that you can make this happen in a small repro project you can send me? Then I could dig into it and figure out what’s going on.
Sorry, yeah in retrospective the image was pretty bad
I tried recreating the issue with no real success, I caught the event in edit mode though, and was able to traverse through it step by step, I added markers to all the important objects. (Pink is the FreeCam, yellow the Vcam of the timeline, the magenta diamond I the look target of the vcam, and the player tag is the target of the freecam) https://drive.google.com/file/d/1v6-U13zHJRrX-_t04IxLhVu-cq9pno80/view?usp=sharing
I hope this brings some more insight into the problem!
Sure, here’s the hierarchy, or the important bits at least, I will try unparenting the freelook cam from its target, to test if it still happens!
Edit: Tried unparenting the Freelook, didn’t make a difference.
I have the same issue, but if I use Fixed Update for Update Method on CinemachineBrain, it’s better.
Not sure about other options, but maybe it’s your case too.
I think I did that once in the past but it didn’t work. Anyway, I tried it again, but sadly this didn’t fix the issue either.
Thanks for the suggestion though!
Sorry for the delayed response. For sure the FreeLook should not be a child of its target. Same goes for the main camera. Take the main camera out and put it in its own GameObject, not as a child of any of the vcams or targets.