又是培训机构的出品。。。。。。
2020.3.27
发现跟随时抖动的原因了,其实应该按照传统相机的跟随逻辑放在late update里执行,但是由于开发cinemachine的开发组很坑地把cinemachine freelook里的三个轨道Damping值默认给了3,于是相机会以每0.75秒的延时重定位到轨道上,造成跟随时相机的疯狂抖动。
现在最新版本Cinemachine 的Damping是1,不敢想象,之前的3,是有多抖
(解决)
账号过期了,也无法看到,底层的逻辑是否真的在 Update()里面一直执行,导致疯狂抖动,也无法控制渲染,这个的cinemachine 你们是不是真的敢用在游戏 Runtime??
namespace Cinemachine
{
/// <summary>
/// A Cinemachine Camera geared towards a 3rd person camera experience.
/// The camera orbits around its subject with three separate camera rigs defining
/// rings around the target. Each rig has its own radius, height offset, composer,
/// and lens settings.
/// Depending on the camera's position along the spline connecting these three rigs,
/// these settings are interpolated to give the final camera position and state.
/// </summary>
[DocumentationSorting(DocumentationSortingAttribute.Level.UserRef)]
[DisallowMultipleComponent]
[ExecuteAlways]
[ExcludeFromPreset]
[AddComponentMenu("Cinemachine/CinemachineFreeLook")]
[HelpURL(Documentation.BaseURL + "manual/CinemachineFreeLook.html")]
public class CinemachineFreeLook : CinemachineVirtualCameraBase
{