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[RESOLVED] Cinemachine Framing Transposer acts differently on different devices
I'm making a 2D game and I'm using Cinemachine's Framing Transposer (Cinemachine Brain on the camera itself, and an object with the Cinemaching Virtual Camera that uses the original camera and follows the Player object)
I've also added 2 custom scripts to the virtual camera object.
One that shakes the camera should the Player get hit, and another that moves the camera left-right depending on the way the Player is facing.
I've asked a couple of friends to try the game out, to see if there are any bugs, and there seems to be some weird camera behaviour (among other things) for one of my friends.
The camera moves very sharply without even using the mouse, making the game unplayable.
The way it works for my friend: https://www.dropbox.com/s/44xmha1cyi9myn9/Camera_Weird_Behaviour.mp4?dl=0
The way it works for me: https://www.dropbox.com/s/ft7lf0rfetgynez/Camera_Normal_Behaviour.mp4?dl=0
I've tried investigating why this occurs, but for the life of me I can't figure it out.
If it'll help, this is the camera move script:
> private void FixedUpdate() {
> if(playerControllerReference != null)
> {
> if(playerControllerReference.isFacingLeft)
> {
> if(framingTransposerComp.m_ScreenX <
> 0.6f) {
> framingTransposerComp.m_ScreenX +=
> 0.008f;
> }
> } else {
> if(framingTransposerComp.m_ScreenX >
> 0.3f) {
> framingTransposerComp.m_ScreenX -=
> 0.008f;
> }
> }
> }
> }
I'm also attaching the gameObject setups for both the camera and virtual camera
Any help would be greatly appreciated.
Answer by vit3z · Jun 11, 2021 at 02:02 PM
I was able to resolve this by simply updating Cinemachine to latest version (I was running a pretty old version it seems)
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