36 lines
2.2 KiB
Markdown
36 lines
2.2 KiB
Markdown
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# Cinemachine Target Group
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Use Cinemachine Target Group to treat multiple GameObjects as a single Look At target. Use a Target Group with the [Group Composer](CinemachineAimGroupComposer.md) algorithm.
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To create a Virtual Camera with a Target Group:
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1. In the Unity menu, choose __GameObject > Cinemachine > Target Group Camera__. <br/>Unity adds a new Virtual Camera and Target Group to the Scene. The __Follow__ and __Look At__ targets in the Virtual Camera refer to the new Target Group.
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2. In the [Hierarchy](https://docs.unity3d.com/Manual/Hierarchy.html), select the new Target Group object.
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3. In the [Inspector](https://docs.unity3d.com/Manual/UsingTheInspector.html), click the + sign to add a new item to the group.
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4. In the new item, assign a GameObject (you can drag and drop from the Hierarchy), and edit the __Weight__ and __Radius__ properties.
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5. To add more GameObjects to the Target Group, repeat steps 3-4.
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![Cinemachine Target Group with two targets](images/CinemachineTargetGroup.png)
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## Properties:
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| **Property:** || **Function:** |
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|:---|:---|:---|
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| __Position Mode__ || How to calculate the position of the Target Group. |
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| | _Group Center_ | Use the center of the axis-aligned bounding box that contains all items of the Target Group. |
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| | _Group Average_ | Use the weighted average of the positions of the items in the Target Group. |
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| __Rotation Mode__ || How to calculate the rotation of the Target Group. |
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| | _Manual_ | Use the values specified in the Rotation properties of the Target Group’s transform. This is the recommended setting. |
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| | _Group Average_ | Weighted average of the orientation of the items in the Target Group. |
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| __Update Method__ || When to update the transform of the Target Group. |
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| | _Update_ | Update in the normal MonoBehaviour Update() method. |
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| | _Fixed Update_ | Updated in sync with the Physics module, in FixedUpdate(). |
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| | _Late Update_ | Updated in MonoBehaviour `LateUpdate()`. |
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| __Targets__ || The list of target GameObjects. |
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| | _Weight_ | How much weight to give the item when averaging. Cannot be negative. |
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| | _Radius_ | The radius of the item, used for calculating the bounding box. Cannot be negative. |
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