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always update vcam transform (#1020)
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glabute authored Aug 6, 2024
1 parent c4781ed commit eb88b2d
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3 changes: 3 additions & 0 deletions com.unity.cinemachine/CHANGELOG.md
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Expand Up @@ -12,6 +12,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added Easing option to CinemachineSplineRoll.
- Added Padding option to CinemachineConfiner2D.

### Changed
- The presence of a tracking target no longer affects whether the CinemachineCamera state's position and rotation are pushed back to the transform.


## [3.1.1] - 2024-06-15

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Expand Up @@ -223,13 +223,7 @@ public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)

// Push the raw position back to the game object's transform, so it
// moves along with the camera.
var pos = transform.position;
var rot = transform.rotation;
if (Follow != null)
pos = m_State.RawPosition;
if (LookAt != null)
rot = m_State.RawOrientation;
transform.ConservativeSetPositionAndRotation(pos, rot);
transform.ConservativeSetPositionAndRotation(m_State.RawPosition, m_State.RawOrientation);

// Signal that it's all done
PreviousStateIsValid = true;
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