com.unity.cinemachine 2.2.0
Notes: processedReleased April 3, 2019
Unity Compatibility
Minimum Unity: 2018.1
Package Dependencies
No dependency metadata provided.
🔄 Changes
- New Cinemachine Impulse module for event-driven camera shakes
- New Event Helper script CinemachineTriggerAction takes action on Collider and Collider2D enter/exit events, and exposes them as UnityEvents
- New performance-tuning feature: Standby Update. Controls how often to update the vcam when it's in Standby.
- New NoiseSettings editor with signal preview
- Added Focal Length or Named FOV presets for Camera Lens
- Added support for Physical Camera: focal length and Lens Offset
- New improved Group framing algorithm: tighter group framing in GroupComposer and FramingTransposer
- Collider: now returns TargetIsObscured if the target is offscreen (great for cameras with fixed aim)
- Collider: added Minimum Occlusion Time setting, to ignore fleeting obstructions
- Collider: added Transparent Layers mask, to specify solid objects that don't obstruct view
- Collider: damping will no longer take the camera through obstacles
- Collider: Added separate damping setting for when target is being occluded vs when camera is being returned to its normal position
- Collider: added Smoothing setting, to reduce camera jumpiness in environements with lots of obstacles
- NoiseSettings: added checkbox for pure sine-wave instead of Perlin wave
- If no LookAt target, PostProcessing FocusTracksTarget offset is relative to camera
- TrackedDolly: Default up mode sets Up to World Up
- Virtual Camera: New Transitions section in inspector that gives more control over blending:
- - Blend Hint provides some control over how the position and rotation are interpolated
- - Inherit Position checkbox to ensure smooth positional handoff from outgoing camera
- - OnCameraLive event gets fired when the camera activates. Useful for custom handlers.
- Added ScreenSpaceAimWhenTargetsDiffer as a vcam blend hint. This influences what happens when blending between vcams with different LookAt targets
- Increased stability of vcams with very small FOVs
- Framing Transposer no longer requires LookAt to be null
- LensSettings Aspect, Orthographic, IsPhysicalCamera, SensorSize properties no longer internal
- Noise Profiles: don't magically create assets. Prompt user for filename and location of new or cloned profiles
- Refactored interaction between timeline and CM brain, to improve handling of edge cases (fogbugz case 1048497)
- Bugfix: StateDrivenCamera Editor was not finding states if target was OverrideController
- Bugfix when dragging orbital transposer transform: take bias into account
- Bugfix: SaveDuringPlay was not handling asset fields correctly - was sometimes crushing assets
- Bugfix: SimpleFollow transposers were not initilizing their position correctly at game start
- Bugfix: Timeline with CM shot was causing jitter in some FixedUpdate situations
- Bugfix: Multiple brains with heterogeneous update methods were not behaving correctly. CM will now support this, but you must make sure that the brains have different layer masks.
- Example scenes now include use of CinemachineTriggerAction script.
