Simple Player Follow Up: Discovering the Cinemachine a little bit more

New week & new challenges to face. If you do not know, I am working on some minor improvements on the 2.5D platformer game. So yesterday, I have created a Cinemachine to follow the player along with fixes to my moving platform and elevator. I actually did not expect that making the CM to follow the player along the path could take some amount of time — it’s kid stuff, right?

Well, it is almost as easy as that — but wait there’s something tricky. Once I set the Player game object to both Follow and Look At in the Inspector of CM, I was surprised to find the camera rotating around the Player at default settings.

So I thought, something in the settings is triggering this behaviour, but what was it? Then I have realized that I did not dig deeper on these settings and looked up each of them.

I am dropping the explanations gathered from Unity Manual below for the Body and Aim Settings.

Here are the Aim Properties, directly taken from Unity (click here).

And Body properties (click here for source page).

And here’s the tricky part. I have tried almost all of the aim and body settings one by one and did not get an actual solution. This was not an aim problem for sure, so I have tried to understand the “Binding Mode” option in it.

So here’s again a shot gathered from the Unity webpage explaning each option within the Binding option of Body:

And there was the simple solution. I am actually surprised that I was not aware of this up to this point, but again, it has been a good struggle for me to get the know the Cinemachine more.

Here’s my settings and a scene from the game prototype:

Unity Developer