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Fixed

Fixed in 3.1.5

Votes

1

Found in [Package]

3.1.4

Issue ID

CMCL-1716

Regression

Yes

The view jumps when another Cinemachine camera is enabled/disabled

Package: Cinemachine

-

How to reproduce:
1. Open the “IN-115738.zip“ project
2. Open the “SampleScene”
3. Enter Play Mode
4. Press the Spacebar key to enable/disable the “CinemachineCamera (Look At)“ GameObject
5. Observe the Game view

Expected result: View smoothly transitions to the enabled Camera
Actual result: View jumps to the enabled Camera

Reproducible in: 3.1.4 (6000.0.58f1, 6000.2.5f1, 6000.3.0b2)
Not reproducible in: 3.1.3 (6000.2.5f1)

Reproduced on: Windows 11 Pro (24H2), macOS 15.6.1
Not reproduced on: No other environment tested

Note: Reproducible in a Standalone Player

  1. Resolution Note:

    It's true that the behaviour is different in 3.1.4 vs 3.1.3, but this is a case of the scene not being set up properly, so it's garbage-in-garbage-out.

    In this scene, the outgoing camera is a 3rpPersonFollow with no LookAt target (i.e. a first-person camera not looking at anything in particular), and it's trying to blend to a camera WITH a LookAt target.

    In this situation, the software must invent a lookAt point for the outgoing camera so that it has something to lerp towards the incoming lookAt target. The invented lookAt point is arbitrary and no guarantees are made about it.

    To ensure consistent behaviour for this kind of targetless camera, the outgoing camera requires the "Ignore Target" blend hint. If you add it, then the blend is correct.

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