com.unity.cinemachine 2.8.0-pre.1
Notes: processedReleased May 10, 2021
Unity Compatibility
Minimum Unity: 2019.4
Package Dependencies
No dependency metadata provided.
🔄 Changes
- Switching targets (Follow, LookAt) is smooth by default. For the old behaviour, set PreviousStateIsValid to false after changing the targets.
- Bugfix: Reversing a blend in progress respects asymmetric blend times.
- Regression fix: CmPostProcessing and CmVolumeSettings components setting Depth of Field now works correctly with Framing Transposer.
- Regression fix: 3rdPersonFollow kept player in view when Z damping was high.
- Regression fix: Physical camera properties were overwritten by vcams when "override mode: physical" was not selected.
- New sample scene: Boss cam demonstrates how to setup a camera that follows the player and looks at the player and the boss. Boss cam also shows examples of custom extensions.
- Added simplified modes to Impulse Source.
- Added secondary reaction settings to Impulse Listener.
- Added Storyboard support for ScreenSpaceOverlay and ScreenSpaceCamera camera render modes.
- Added DampingIntoCollision and DampingFromCollision properties to Cinemachine3rdPersonFollow to control how gradually the camera moves to correct for occlusions.
- Added CinemachineCore.OnTargetObjectWarped() to warp all vcams targeting an object.
- Added ability for vcam to have a negative near clip plane.
- Added Draggable Game Window Guides toggle in Cinemachine preferences. When disabled, Game Window guides are only for visualization.
- Added button to virtual camera inspectors to auto-generate the CinemachineInputProvider component if it is missing.
- Default PostProcessing profile priority is now configurable and defaults to 1000.
- Cinemachine3rdPersonFollow now operates without the physics module and without collision resolution.
- Bugfix: 3rdPersonFollow collision resolution failed when the camera radius was large.
- Bugfix: 3rdPersonFollow damping occured in world space instead of camera space.
- Bugfix: 3rdPersonFollow stuttered when Z damping was high.
- Regression fix: CinemachineInputProvider stopped providing input.
- Bugfix: Lens aspect and sensorSize were updated when lens OverrideMode != None.
- Bugfix: Changing targets on a live vcam misbehaved.
- Bugfix: Framing transposer did not handle empty groups.
- Bugfix: Interrupting a transition with InheritPosition enabled did not work.
- Bugfix: Cinemachine3rdPersonFollow handled collisions by default, now it is disabled by default.
- Bugfix: SaveDuringPlay saved some components that did not have the SaveDuringPlay attribute.
- Regression fix: Entries in the custom blends editor in CM Brain inspector were not selectable.
- GameView guides are drawn only if appropriate inspector subsection is expanded.
- FreeLook rigs are now organized in tabs in the inspector.
- New sample scene: **Boss cam** sample scene demonstrates a camera setup to follow the player and to look at the player and the boss. The scene provides examples of custom extensions.
- New Sample scene: **2D zoom**, showing how to zoom an orthographic camera with mouse scroll.
- New Sample scene: **2D fighters**, showing how to add/remove targets gradually to/from a TargetGroup based on some conditions (here, it is the y coord of the players).
- Bugfix: CinemachineCollider's displacement damping was being calculated in world space instead of camera space.
- Bugfix: TrackedDolly sometimes introduced spurious rotations if Default Up and no Aim behaviour.
