I have a problem with freezing rotation in z axis. There is an airplane and a cinemachine free look camera is attached to it. When the plane rotates along the Z axis, the camera rotates with it. Is it possible to somehow block only one axis of rotation in cenimachine camera?
Need Change the binding mode to Lock To Target No Roll
Switch to Transposer>World Space. Because we have a problem, if the cinemachine is a child of the object, the rotation will happen, according to the orientation of the Z axis. I had the same problem. Mixing object rotation' (either for a simple movement or some rotation command), which is attached to the cinemachine camera, doesn't seem to be a good choice.
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I have simulated a rotating cube filled with particles by moving the gravity vector rather than changing all of the geometry. I want to use the ParaView animation tools to rotate the camera to keep the gravity vector pointing down so it all looks right. When moving the camera (not animations) I would use the rotate 90 degrees tools.
How would I achieve this effect for an animation?
EDIT:
I have done it using a video editor as an extra step after ParaView, this is the effect I am going for: https://youtu.be/rym2fdKkPps
You cannot animate GUI button usage with animation. However you can animate camera position and orientation as finely as you want.
Try adding a camera track to the animation track of type "Interpolate Camera Location".
Add the two positions you want and set the time to be very close.
I have sought for the answer for so long (15 minutes :D), please help me! Thanks!
The blue you are seeing is the default color for the camera when you set The clear flags variable to SolidColor, so your camera is probably okay..
Its most likely behind your sprites. Check the camera's Z position, and place it front of them, unity's 2D is actually 3D, you can switch to 3D mode and see what's ur camera's position in the z axis.
edit: Just switch to 3D mode and see it, your camera is a child GameObject, so the coordinates are in local Space,it'll be hard to tell wether or not the camera is in front of anything.
So in my game, I need to be able to detect which direction the player moves his camera in(right/left,up/down) However, I couldn't find a property of Camera that is the angle in which it is pointing at, so I couldn't figure out how to detect if the player was moving his camera right or left. Any way to do that?
You can access the current rotation of the camera by utilizing the Camera.CFrame property. In terms of checking if the camera is moving right or left, I would recommend reading into how CFrame angles function.
I have a ramp and I move a sphere with arrows. I have unity's gravity and I want the rigid body of sphere to slide when it is stoped at the top of the ramp but without rotating it's body. The problem is if I Freeze rotation on x axis, it won't slide.
Try to use physics materials like ice and freeze rotations.
See info about materials here. "Like ice" means than you need set frictions to zero.
You should create a new Physical Material and set both dynamic and static friction to 0. Then drag it to the sphere and maybe also to the ramp.
Test with both rotation constrained and not.
I have problems with my unity particle system. It is appearing in the scene but it does not appear in the game scene after it is being played. What do you think the problem lies in?
1.ParticleSystem is not loop, not enable or not play...
2.Your particles are too small.
3.Particles are not in the camera's view.
4.If you are using Unity's 2D tool, maybe sprite's sorting order is above your particle. <- Change ParticleSystem's sortingLayerName and sortingOrder.
There's also a bug where the particle's origin (usually the centre) is well outside the camera's frustum they can be incorrectly culled. I found this with giant sunbeams.
I had a similar issue. The problem for me ended up being related to the Renderer Module's "Render Alignment" being set to "World". Pair this with -90 rotation on X and it made my particles disappear (2D game with an orthographic camera probably didn't help). Switching Render Alignment to "Facing" fixed my issue.