Working with Cinemachine

Other settings within the Virtual Camera

While we have gone through the settings for the Body function within the virtual camera, there is still more settings under the Aim Function.

In this article we will go over the remaining few settings under the Aim function.

Hard Look At:

Just as the name suggest “Hard Look At” basically forces the camera to have zero damping. There has to be an game object in the Look At slot to function properly.

An example of Hard Look At

Same As Follow Target:

The next setting is as the name suggest is the “Same as Follow Target”. This setting is a shortcut for setting up the “Look At” slot to be the same as the “Follow” target. There isn’t much to adjust other than the Damping of the aim target.


POV stands for point of view which is a common camera setting for First Person games. This places the camera in front of the player giving the perspective of the players eyes.

The camera has to be attached to an moving object.

To make the POV camera work, we will first need to attach the virtual camera to an moving object, be it the player or something else. Automatically we will re-center the camera to be within your selected target. There are several options which we can toggle within the POV settings. Recenter Target, Vertical and Horizontal Axis lock and camera wrap.

The re-centering of the camera requires either the Follow or Aim Slot to be filled with an game object target. This is useful if you want the camera to automatically readjust the camera back to normal position when the camera isn’t in movement after a short duration.

Then the ability needs to be enabled within the two drop town menus. Since both axis are independent of each other they can be set differently with different wait times and re-centering times.

The next setting we can adjust within the POV camera is the Axis limitation and also the Axis wrap.

The Axis Wrap function basically limited the ability to do an 360 rotation on the camera. If the camera doesn’t have an wrap checked, then the camera will be limited to the value Range. If it is checked, then the player is able to freely spin the camera 360 degrees.

tip: If you want the POV camera to be used in an FPS game then it is best to set the Horizontal Value Range to 0 and -0. That way you can control the player movement via script so and have the POV camera take over for the Vertical movement.



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Simon Truong

Simon Truong

A Designer, an Illustrator and a massive tech geek aspiring to become a professional Unity Developer.