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.
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SystemObject Object
Component
Behaviour
MonoBehaviour
CinemachineCinemachineComponentBase
CinemachineCinemachineTrackedDolly
Component
Behaviour
MonoBehaviour
CinemachineCinemachineComponentBase
CinemachineCinemachineTrackedDolly
Namespace: Cinemachine
Assembly: Cinemachine (in Cinemachine.dll) Version: 2.0.0.0 (2.0.0.0)
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[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.
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Name | Description | |
---|---|---|
![]() | CinemachineTrackedDolly |
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Name | Description | |
---|---|---|
![]() | FollowTarget | Returns the owner vcam's Follow target. (Inherited from CinemachineComponentBase.) |
![]() | IsValid | True if component is enabled and has a path (Overrides CinemachineComponentBaseIsValid.) |
![]() | LookAtTarget | Returns the owner vcam's LookAt target. (Inherited from CinemachineComponentBase.) |
![]() | Stage | Get the Cinemachine Pipeline stage that this component implements.
Always returns the Body stage (Overrides CinemachineComponentBaseStage.) |
![]() | VcamState | Returns the owner vcam's CameraState. (Inherited from CinemachineComponentBase.) |
![]() | VirtualCamera | Get the associated CinemachineVirtualCameraBase (Inherited from CinemachineComponentBase.) |
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Name | Description | |
---|---|---|
![]() | MutateCameraState | Positions the virtual camera according to the transposer rules. (Overrides CinemachineComponentBaseMutateCameraState(CameraState, Single).) |
![]() | OnPositionDragged | 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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Name | Description | |
---|---|---|
![]() | m_AutoDolly | Controls how automatic dollying occurs |
![]() | m_CameraUp | How to set the virtual camera's Up vector. This will affect the screen composition. |
![]() | m_Path | The path to which the camera will be constrained. This must be non-null. |
![]() | m_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. |
![]() | m_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. |
![]() | m_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. |
![]() | m_PositionUnits | How to interpret the Path Position |
![]() | m_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. |
![]() | m_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 |
![]() | m_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. |
![]() | m_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 |
![]() | m_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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