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How to synchonize movement of layered cameras when using Cinemachine POV?
I'm running into an issue involving the use of 2 layered cameras. The set up is as follows:
Main camera is controlled using Cinemachine with a POV aiming. This is a first person camera for the player. This camera only displays the interior of a spaceship, which is actually a static, unmoving location.
The second camera moves synchronously with the main camera, but the position and rotation is transformed to another space. This camera serves as a first person point of view for the player, but only displays things outside of the spaceship. The camera's position and rotation are updated in LateUpdate().
These cameras are then layered together to appear as if the static location in camera 1 is moving in the environment seen by camera 2.
I'm using this set up so both the player and spaceship can use rigidbodies without the exterior affecting the interior, and vice versa.
The issue is that the two cameras do not appear to be updating at the same time, resulting in movements of the second camera appearing delayed.
I've recorded the issue here: https://www.youtube.com/watch?v=8RfNkOLzhQ8 . In this video, the floor, nearby objects, and player are rendered by camera 1 while the walls, ceiling, and the background are rendered by camera 2. When moving the camera up and down quickly, a gap briefly appears between walls and the floor. Likewise, when looking side to side the wall corners appear to move oddly relative to the objects on the floor.
Any help would be appreciated!
I was able to fix this issue by changing the blend update method on the CinemachineBrain component on the main camera from 'Late Update' to 'Fixed Update', though I'm not sure this is the best approach.
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