Class CinemachineVirtualCameraBase
Base class for a Monobehaviour that represents a Virtual Camera within the Unity scene.
This is intended to be attached to an empty Transform GameObject. Inherited classes can be either standalone virtual cameras such as CinemachineVirtualCamera, or meta-cameras such as CinemachineClearShot or CinemachineFreeLook.
A CinemachineVirtualCameraBase exposes a Priority property. When the behaviour is enabled in the game, the Virtual Camera is automatically placed in a queue maintained by the static CinemachineCore singleton. The queue is sorted by priority. When a Unity camera is equipped with a CinemachineBrain behaviour, the brain will choose the camera at the head of the queue. If you have multiple Unity cameras with CinemachineBrain behaviours (say in a split-screen context), then you can filter the queue by setting the culling flags on the virtual cameras. The culling mask of the Unity Camera will then act as a filter for the brain. Apart from this, there is nothing that prevents a virtual camera from controlling multiple Unity cameras simultaneously.
Inheritance
Namespace: Cinemachine
Syntax
public abstract class CinemachineVirtualCameraBase : MonoBehaviour, ICinemachineCamera
Fields
CinemachineGUIDebuggerCallback
This is deprecated. It is here to support the soon-to-be-removed Cinemachine Debugger in the Editor.
Declaration
public Action CinemachineGUIDebuggerCallback
Field Value
Type | Description |
---|---|
Action |
m_ExcludedPropertiesInInspector
Inspector control - Use for hiding sections of the Inspector UI.
Declaration
public string[] m_ExcludedPropertiesInInspector
Field Value
Type | Description |
---|---|
System.String[] |
m_LockStageInInspector
Inspector control - Use for enabling sections of the Inspector UI.
Declaration
public CinemachineCore.Stage[] m_LockStageInInspector
Field Value
Type | Description |
---|---|
CinemachineCore.Stage[] |
m_Priority
The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority.
Declaration
public int m_Priority
Field Value
Type | Description |
---|---|
System.Int32 |
Properties
Description
Gets a brief debug description of this virtual camera, for use when displayiong debug info
Declaration
public virtual string Description { get; }
Property Value
Type | Description |
---|---|
System.String |
Implements
Follow
Get the Follow target for the Body component in the CinemachinePipeline.
Declaration
public abstract Transform Follow { get; set; }
Property Value
Type | Description |
---|---|
Transform |
Implements
LiveChildOrSelf
Just returns self.
Declaration
public virtual ICinemachineCamera LiveChildOrSelf { get; }
Property Value
Type | Description |
---|---|
ICinemachineCamera |
Implements
LookAt
Get the LookAt target for the Aim component in the CinemachinePipeline.
Declaration
public abstract Transform LookAt { get; set; }
Property Value
Type | Description |
---|---|
Transform |
Implements
Name
Get the name of the Virtual Camera. Base implementation returns the owner GameObject's name.
Declaration
public string Name { get; }
Property Value
Type | Description |
---|---|
System.String |
Implements
ParentCamera
Support for meta-virtual-cameras. This is the situation where a virtual camera is in fact the public face of a private army of virtual cameras, which it manages on its own. This method gets the VirtualCamera owner, if any. Private armies are implemented as Transform children of the parent vcam.
Declaration
public ICinemachineCamera ParentCamera { get; }
Property Value
Type | Description |
---|---|
ICinemachineCamera |
Implements
PreviousStateIsValid
Set this to force the next update to ignore deltaTime and reset itself
Declaration
public bool PreviousStateIsValid { get; set; }
Property Value
Type | Description |
---|---|
System.Boolean |
Priority
Get the Priority of the virtual camera. This determines its placement in the CinemachineCore's queue of eligible shots.
Declaration
public int Priority { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
Implements
State
The CameraState object holds all of the information necessary to position the Unity camera. It is the output of this class.
Declaration
public abstract CameraState State { get; }
Property Value
Type | Description |
---|---|
CameraState |
Implements
ValidatingStreamVersion
Version that was last streamed, for upgrading legacy
Declaration
public int ValidatingStreamVersion { get; }
Property Value
Type | Description |
---|---|
System.Int32 |
VirtualCameraGameObject
The GameObject owner of the Virtual Camera behaviour.
Declaration
public GameObject VirtualCameraGameObject { get; }
Property Value
Type | Description |
---|---|
GameObject |
Implements
Methods
AddExtension(CinemachineExtension)
A delegate to hook into the state calculation pipeline. This will be called after each pipeline stage, to allow others to hook into the pipeline. See CinemachineCore.Stage.
Declaration
public virtual void AddExtension(CinemachineExtension extension)
Parameters
Type | Name | Description |
---|---|---|
CinemachineExtension | extension | The extension to add. |
InternalUpdateCameraState(Vector3, Single)
Internal use only. Do not call this method.
Called by CinemachineCore at designated update time
so the vcam can position itself and track its targets.
Do not call this method. Let the framework do it at the appropriate time
Declaration
public abstract void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | worldUp | Default world Up, set by the CinemachineBrain |
System.Single | deltaTime | Delta time for time-based effects (ignore if less than 0) |
Implements
InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, Single)
Invokes the PostPipelineStageDelegate for this camera, and up the hierarchy for all parent cameras (if any). Implementaion must be sure to call this after each pipeline stage, to allow other services to hook into the pipeline. See CinemachineCore.Stage.
Declaration
protected void InvokePostPipelineStageCallback(CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage, ref CameraState newState, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
CinemachineVirtualCameraBase | vcam | |
CinemachineCore.Stage | stage | |
CameraState | newState | |
System.Single | deltaTime |
IsLiveChild(ICinemachineCamera)
Check whether the vcam a live child of this camera.
This base class implementation always returns false.
Declaration
public virtual bool IsLiveChild(ICinemachineCamera vcam)
Parameters
Type | Name | Description |
---|---|---|
ICinemachineCamera | vcam | The Virtual Camera to check |
Returns
Type | Description |
---|---|
System.Boolean | True if the vcam is currently actively influencing the state of this vcam |
Implements
MoveToTopOfPrioritySubqueue()
When multiple virtual cameras have the highest priority, there is sometimes the need to push one to the top, making it the current Live camera if it shares the highest priority in the queue with its peers.
This happens automatically when a
new vcam is enabled: the most recent one goes to the top of the priority subqueue.
Use this method to push a vcam to the top of its priority peers.
If it and its peers share the highest priority, then this vcam will become Live.
Declaration
public void MoveToTopOfPrioritySubqueue()
OnDestroy()
Base class implementation removes the virtual camera from the priority queue.
Declaration
protected virtual void OnDestroy()
OnDisable()
Base class implementation makes sure the priority queue remains up-to-date.
Declaration
protected virtual void OnDisable()
OnEnable()
Base class implementation adds the virtual camera from the priority queue.
Declaration
protected virtual void OnEnable()
OnTargetObjectWarped(Transform, Vector3)
This is called to notify the component that a target got warped, so that the component can update its internal state to make the camera also warp seamlessy.
Declaration
public virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
Parameters
Type | Name | Description |
---|---|---|
Transform | target | The object that was warped |
Vector3 | positionDelta | The amount the target's position changed |
Implements
OnTransformParentChanged()
Base class implementation makes sure the priority queue remains up-to-date.
Declaration
protected virtual void OnTransformParentChanged()
OnTransitionFromCamera(ICinemachineCamera, Vector3, Single)
Notification that this virtual camera is going live. Base class implementationmust be called by any overridden method.
Declaration
public virtual void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
ICinemachineCamera | fromCam | The camera being deactivated. May be null. |
Vector3 | worldUp | Default world Up, set by the CinemachineBrain |
System.Single | deltaTime | Delta time for time-based effects (ignore if less than or equal to 0) |
Implements
OnValidate()
Enforce bounds for fields, when changed in inspector.
Call base class implementation at the beginning of overridden method.
After base method is called, ValidatingStreamVersion will be valid.
Declaration
protected virtual void OnValidate()
RemoveExtension(CinemachineExtension)
Remove a Pipeline stage hook callback.
Declaration
public virtual void RemoveExtension(CinemachineExtension extension)
Parameters
Type | Name | Description |
---|---|---|
CinemachineExtension | extension | The extension to remove. |
ResolveFollow(Transform)
Returns this vcam's Follow target, or if that is null, will retrun the parent vcam's Follow target.
Declaration
protected Transform ResolveFollow(Transform localFollow)
Parameters
Type | Name | Description |
---|---|---|
Transform | localFollow | This vcam's Follow value. |
Returns
Type | Description |
---|---|
Transform | The same value, or the parent's if null and a parent exists. |
ResolveLookAt(Transform)
Returns this vcam's LookAt target, or if that is null, will retrun the parent vcam's LookAt target.
Declaration
protected Transform ResolveLookAt(Transform localLookAt)
Parameters
Type | Name | Description |
---|---|---|
Transform | localLookAt | This vcam's LookAt value. |
Returns
Type | Description |
---|---|
Transform | The same value, or the parent's if null and a parent exists. |
SetPositionBlendMethod(ref CameraState, CinemachineVirtualCameraBase.PositionBlendMethod)
Applies a position blend hint to the camera state
Declaration
protected void SetPositionBlendMethod(ref CameraState state, CinemachineVirtualCameraBase.PositionBlendMethod m)
Parameters
Type | Name | Description |
---|---|---|
CameraState | state | |
CinemachineVirtualCameraBase.PositionBlendMethod | m |
Start()
Base class implementation does nothing.
Declaration
protected virtual void Start()
Update()
Base class implementation makes sure the priority queue remains up-to-date.
Declaration
protected virtual void Update()
UpdateCameraState(Vector3, Single)
Update the camera's state. The implementation must guarantee against multiple calls per frame, and should use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which has protection against multiple calls per frame.
Declaration
public void UpdateCameraState(Vector3 worldUp, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | worldUp | Default world Up, set by the CinemachineBrain |
System.Single | deltaTime | Delta time for time-based effects (ignore if less than 0) |