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I used to be determining a primary particular person controller and had the same drawback. This is what labored for me, I believe it ought to assist however I could also be misunderstanding, or there could also be a greater manner.
First, you did not specify the place the vcam is within the hierarchy. I’m assuming its on the root stage, which might clarify why it is utilizing world house orientation. If it was a baby of the character’s head, it ought to behave in accordance with that native house.
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ought to in all probability be set to “do nothing” if you don’t need the vcam to manage its personal motion. I believe “onerous lock to focus on” emulates the impact of getting the digital camera hooked up to the goal, however would not truly put the digital camera into the goal’s native coordinate system. Again, that appears prone to be the reason for your drawback.
Second, the POV element permits the participant to manage the digital camera, however what you truly need the participant to be doing is controlling the character. In different phrases, you don’t need the digital camera to have the ability to transfer farther than the character can flip, or to mis-match between the place the pinnacle and digital camera are. You can definitely make it work however you may have an advanced setup that’ll be troublesome to tweak, simply to attain a easy impact.
So the simplest answer is to arrange your character controller (I used the Unity Standard Assets one and modified that) and simply connect a digital digital camera set to “do nothing” the place the digital camera would usually be. Then you possibly can nonetheless use all of the cinemachine options to modify cameras and whatnot as regular.
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