public struct OrbitBodyPuts the camera on a sphere about the target, at an angle the game chooses.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Cinemachine's Orbital Transposer, with one deliberate difference: it reads no device. Heading and Pitch are two numbers that gameplay writes — from a stick, from a mouse, from a cutscene's animation curve, from a tween that recentres the camera behind the player after a few idle seconds — and the body's job is only to turn them into a position and damp the result. Binding a camera component directly to an input action would make every one of those cases the exception.
Damping is in the orbit's own frame, so Damping's X is how loosely the camera swings round, Y is how loosely it rises, and Z is how loosely it pushes in and out.
Fields and properties (5)
public Vector3 PivotOffsetAn offset added to the target's position to give the point orbited, in world space.
public float RadiusHow far from the pivot the camera orbits.
public float HeadingThe angle round the pivot, in radians. Zero puts the camera behind the target — at +Z, since an entity faces its local −Z — and a quarter turn puts it off the target's right.
public float PitchHow far above the horizontal the camera rides, in radians. Positive looks down on the target.
public Vector3 DampingDamping in the orbit's frame: X tangential, Y vertical, Z radial.
Methods (1)
public static OrbitBody At(float radius, float pitch = 0, float damping = 0.3)An orbit at a radius, level with its pivot.
Used by (11)
- CameraDirectorTestsVixen.Engine.Tests
- ComponentRegistrationVixen.Engine
- PlayerCameraTestsVixen.Engine.Tests
- PlayerCamerasVixen.Engine
- PossessionSystemVixen.Engine
- TypeRegistrationVixen.Engine
- VirtualCameraSystemVixen.Engine
- VirtualCameraTestsVixen.Engine.Tests
- VirtualCamerasVixen.Engine
- Vixen_Engine_Cameras_OrbitBodySerializerVixen.Engine
- MaterialIconsVixen.Editor.App