Version 2.1

Cinemachine

Version 2.1

Version 2.1 was released on Nov 11, 2017.

Changes in This Release
  • PostProcessing V2 is now supported.

  • New Collider implementation. Curb feelers are gone, replaced by a clever camera-repositioning algorithm that will try to preserve camera height or distance from target (strategy is user-selectable).

  • New CinemachineConfiner: confine a virtual camera to a simple bounding volume or PolygonCollider2D.

  • New Framing Transposer. This is a special transposer that will respect composition and framing rules by moving the camera without rotating it. Takes only a Follow Target (no LookAt - this is important). Designed for Orthographic cameras, but will also work for Perspective cameras. If Follow target is a CinemachineTargetGroup, then will also provide Group Framing options.

  • New CinemachinePOV Aim component. Camera aim is entirely controlled by user, using 2 input axes.

  • New CinemachineMixingCamera. Drive a continuous blend of up to 8 virtual cameras from timeline or game logic. Create complex rigs with custom blends and expose them as ordinary vcams.

  • New CinemachineBlendListCamera. A mini vcam sequencer that provides a quick and easy way to do AB camera moves on the fly.

  • New CinemachineDollyCart behaviour, for moving anything along a path. No need to create dummy vcams just for that.

  • New CinemachineSmoothPath component. You can use it instead of the old CinemachinePath. The difference is that the SmoothPath guarantees second-order continuity, which means that there will never be any sudden camera rotation changes baked into the path tangents. Easier to use, too: no tangents to mess around with (they get automatically set for smoothness).

  • Path now supports Distance Units in addition to Path units, making it easy to create steady motion.

  • TrackedDolly: added ability to use Distance or Path units for path position.

  • Transposer and TrackedDolly: added target angular damping on 3 axes.

  • OrbitalTransposer and FreeLook: added angular damping and binding mode, same as Transposer.

  • OrbitalTransopser and freelook: added checkbox to invert input axis.

  • Transposer, OrbitalTransposer, and FreeLook: added new Simple Follow binding mode, which will follow the target using rotation as much as possible, changing position as little as possible. Like a lazy cameraman.

  • Added IgnoreTimeScale option to Brain. Useful for snappy cameras even in slo-mo.

  • Added Lookahead Time to composer. Composer will look at the point where it estimates the target will be at some time in the near future. This gives much more natural framing of a moving target.

  • SmartUpdate is smarter: added support for Interpolation when target is animated by physics system.

  • Added off-button for SaveDuringPlay.

  • No SaveDuringPlay for vcam priority, LookAt and Follow targets, GroupTarget members.

  • Added IsBlending API method to StateDrivenCamera and ClearShot.

  • TargetGroup now has a user-selectable update method.

  • TargetGroup now respects the weight when computing bounding box, so it's possible to gradually add or remove members by manipulating the weight.

  • Clearshot: if randomize, then re-randomize whenever it becomes active.

  • ClearShot: default blend is cut.

  • ClearShot create menu: add a Collider by default.

  • FollowZoom: min/max FOV defaults changed to 3/60.

  • Composer damping range is now 0-20 instead of 0-100.

  • Orbital and FreeLook: Heading Bias can now be animated on the timeline.

  • Orbital and FreeLook: damping no longer interferes with camera response to user input. Axis movement bypasses all damping.

  • TrackedDolly: added path position offset to Auto-Dolly. Stays on the path (unlike path offset, which is based on the path tangent and so can go off the path)

  • Noise component inspector now has a dropdown for Profile presets, instead of directly allowing editing of the Profile asset.

  • Added concept of Cinemachine Extension. Collider, confiner, PostProcessing, etc are now Extensions. They are available via a dropdown at the bottom of the inspection for virtual cameras. They will no longer appear in the standard Components menu.

  • Time.timeScale = 0 is now supported. Pausing the game will also pause the virtual cameras.

  • HardConstraint has been split into two settings: Do Nothing and Hard LookAt/Follow. Do Nothing will leave the camera's transform alone, ignoring any target that may have been set.

  • CinemachineBrain no longer requires a Camera component. Can be used with any GameObject, making it possible to use Cinemachine to control the transforms of arbitrary objects.

  • Improved logic for AxisState accel/decel. More realistic behaviour.

  • SaveDuringPlay obsolete API fix for 2017.2.

  • Fixed build errors when building for UWP.

  • Clearshot and SDC: don't reset state if deactivated.

  • FreeLook destroy - no more orphan rigs.

  • Fixed strange build error that only showed up in MonoDevelop.

  • FreeLook was not respecting X-axis accel and decel. Heading speed had to be crazy high. Now same as Orbital (warning: may have to re-tune settings on existing FreeLooks).

  • Recenter to target heading was not moving smoothly in some circumstances.

  • Collider raycasts no longer hit triggers.

  • Noise: handle variable deltaTime gracefully.

  • State-Driven-Camera: don't generate errors when animated target is inactive.

  • Several jitter and judder issues resolved.

See Also

Other Resources