I want the camera to follow a character as he moves around. So I did the following:
- Position the camera behind and slightly above the character.
- Add a Cinemachine Brain component to the camera.
- Create a GameObject containing a Cinemachine Virtual Camera component. Set its LookAt and Follow properties to the character to be followed.
- Run the game.
I expect for the camera to follow the character, more or less maintaining the relative position and orientation I had set for it. (ie. more or less as if the camera object was parented to it, but smoother.)
If I use the Cinemachine Free Look camera, this is basically how it works, except that it only deals with following and I have to maintain the orientation manually with the mouse. But if I use Cinemachine Virtual Camera, because I don't want to deal with the free look part of it, for some bizarre reason it locks the position of the GameObject containing the camera to
(0, 0, 0)! And I don't just mean it moves it there; it's stuck there! If I go into the Inspector and change the position at runtime, it instantly changes back to
(0, 0, 0).
What can cause Cinemachine Virtual Camera to do this? And how can I make it stop?