CinemachineTrackedDolly Class

Cinemachine

CinemachineTrackedDolly Class

A Cinemachine Virtual Camera Body component that constrains camera motion to a CinemachinePath. The camera can move along the path. This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning. In Manual mode, the camera's position is specified by animating the Path Position field. In Auto-Dolly mode, the Path Position field is animated automatically every frame by finding the position on the path that's closest to the virtual camera's Follow target.
Inheritance Hierarchy
SystemObject  Object
    Component
      Behaviour
        MonoBehaviour
          CinemachineCinemachineComponentBase
            CinemachineCinemachineTrackedDolly

Namespace:  Cinemachine
Assembly:  Cinemachine (in Cinemachine.dll) Version: 2.0.0.0 (2.0.0.0)
Syntax
[DocumentationSortingAttribute(7f, DocumentationSortingAttributeLevel.UserRef)]
[AddComponentMenu("")]
[RequireComponent(typeof(CinemachinePipeline))]
[SaveDuringPlayAttribute]
public class CinemachineTrackedDolly : CinemachineComponentBase
Cinemachine.CinemachineTrackedDolly = function();

Type.createClass(
	'Cinemachine.CinemachineTrackedDolly',
	Cinemachine.CinemachineComponentBase);

The CinemachineTrackedDolly type exposes the following members.

Constructors
  NameDescription
Public methodCinemachineTrackedDolly
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Properties
  NameDescription
Public propertyFollowTarget
Returns the owner vcam's Follow target.
(Inherited from CinemachineComponentBase.)
Public propertyIsValid
True if component is enabled and has a path
(Overrides CinemachineComponentBaseIsValid.)
Public propertyLookAtTarget
Returns the owner vcam's LookAt target.
(Inherited from CinemachineComponentBase.)
Public propertyStage
Get the Cinemachine Pipeline stage that this component implements. Always returns the Body stage
(Overrides CinemachineComponentBaseStage.)
Public propertyVcamState
Returns the owner vcam's CameraState.
(Inherited from CinemachineComponentBase.)
Public propertyVirtualCamera
Get the associated CinemachineVirtualCameraBase
(Inherited from CinemachineComponentBase.)
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Methods
  NameDescription
Public methodMutateCameraState
Positions the virtual camera according to the transposer rules.
(Overrides CinemachineComponentBaseMutateCameraState(CameraState, Single).)
Public methodOnPositionDragged
API for the editor, to process a position drag from the user. This implementation adds the delta to the follow offset.
(Overrides CinemachineComponentBaseOnPositionDragged(Vector3).)
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Fields
  NameDescription
Public fieldm_AutoDolly
Controls how automatic dollying occurs
Public fieldm_CameraUp
How to set the virtual camera's Up vector. This will affect the screen composition.
Public fieldm_Path
The path to which the camera will be constrained. This must be non-null.
Public fieldm_PathOffset
Where to put the camera realtive to the path postion. X is perpendicular to the path, Y is up, and Z is parallel to the path.
Public fieldm_PathPosition
The position along the path at which the camera will be placed. This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target.
Public fieldm_PitchDamping
"How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
Public fieldm_PositionUnits
How to interpret the Path Position
Public fieldm_RollDamping
How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
Public fieldm_XDamping
How aggressively the camera tries to maintain the offset perpendicular to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors
Public fieldm_YawDamping
How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.
Public fieldm_YDamping
How aggressively the camera tries to maintain the offset in the path-local up direction. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors
Public fieldm_ZDamping
How aggressively the camera tries to maintain the offset parallel to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors
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See Also