Interface ICinemachineCamera
An abstract representation of a virtual camera which lives within the Unity scene
Namespace: Cinemachine
Syntax
public interface ICinemachineCamera
Properties
Description
Gets a brief debug description of this virtual camera, for use when displayiong debug info
Declaration
string Description { get; }
Property Value
Type | Description |
---|---|
System.String |
Follow
The thing the camera wants to follow (moving camera). May be null.
Declaration
Transform Follow { get; set; }
Property Value
Type | Description |
---|---|
Transform |
LiveChildOrSelf
For cameras that implement child cameras, return the live child, otherwise, just returns self.
Declaration
ICinemachineCamera LiveChildOrSelf { get; }
Property Value
Type | Description |
---|---|
ICinemachineCamera |
LookAt
The thing the camera wants to look at (aim). May be null.
Declaration
Transform LookAt { get; set; }
Property Value
Type | Description |
---|---|
Transform |
Name
Gets the name of this virtual camera. For use when deciding how to blend to or from this camera
Declaration
string Name { get; }
Property Value
Type | Description |
---|---|
System.String |
ParentCamera
For cameras that implement child cameras, returns the parent vcam, otherwise null.
Declaration
ICinemachineCamera ParentCamera { get; }
Property Value
Type | Description |
---|---|
ICinemachineCamera |
Priority
Gets the priority of this ICinemachineCamera
. The virtual camera
will be inserted into the global priority stack based on this value.
Declaration
int Priority { get; set; }
Property Value
Type | Description |
---|---|
System.Int32 |
State
Camera state at the current time.
Declaration
CameraState State { get; }
Property Value
Type | Description |
---|---|
CameraState |
VirtualCameraGameObject
Gets the virtual camera game attached to this class.
Declaration
GameObject VirtualCameraGameObject { get; }
Property Value
Type | Description |
---|---|
GameObject |
Methods
InternalUpdateCameraState(Vector3, Single)
Updates this Cinemachine Camera. For an active camera this should be called once and only once each frame. To guarantee this, you should never call this method directly. Always use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which has protection against multiple calls per frame.
Declaration
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) |
IsLiveChild(ICinemachineCamera)
Check whether the vcam is a live child of this camera.
Declaration
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 |
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. Base class implementation does nothing.
Declaration
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 |
OnTransitionFromCamera(ICinemachineCamera, Vector3, Single)
Notification that a new camera is being activated. This is sent to the currently active camera. Both may be active simultaneously for a while, if blending.
Declaration
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 0) |
UpdateCameraState(Vector3, Single)
Update the camera's state. The implementation must guarantee against multiple calls per frame, and should use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, mfloat), which has protection against multiple calls per frame.
Declaration
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) |