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    Class CinemachineShot

    Internal use only. Not part of the public API.

    Inheritance
    object
    Object
    ScriptableObject
    PlayableAsset
    CinemachineShot
    Implements
    IPlayableAsset
    IPropertyPreview
    Inherited Members
    PlayableAsset.CreatePlayable(PlayableGraph, GameObject)
    PlayableAsset.duration
    PlayableAsset.outputs
    ScriptableObject.CreateInstance(string)
    ScriptableObject.CreateInstance(Type)
    ScriptableObject.CreateInstance<T>()
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.InstantiateAsync<T>(T)
    Object.InstantiateAsync<T>(T, Transform)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int)
    Object.InstantiateAsync<T>(T, int, Transform)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, int, Transform, Vector3, Quaternion)
    Object.InstantiateAsync<T>(T, int, Transform, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>)
    Object.InstantiateAsync<T>(T, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, InstantiateParameters)
    Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, Vector3, Quaternion, InstantiateParameters)
    Object.InstantiateAsync<T>(T, int, ReadOnlySpan<Vector3>, ReadOnlySpan<Quaternion>, InstantiateParameters)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    Object.Instantiate(Object, Scene)
    Object.Instantiate<T>(T, InstantiateParameters)
    Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
    Object.Instantiate(Object, Transform)
    Object.Instantiate(Object, Transform, bool)
    Object.Instantiate<T>(T)
    Object.Instantiate<T>(T, Vector3, Quaternion)
    Object.Instantiate<T>(T, Vector3, Quaternion, Transform)
    Object.Instantiate<T>(T, Transform)
    Object.Instantiate<T>(T, Transform, bool)
    Object.Destroy(Object, float)
    Object.Destroy(Object)
    Object.DestroyImmediate(Object, bool)
    Object.DestroyImmediate(Object)
    Object.FindObjectsOfType(Type)
    Object.FindObjectsOfType(Type, bool)
    Object.FindObjectsByType(Type, FindObjectsSortMode)
    Object.FindObjectsByType(Type, FindObjectsInactive, FindObjectsSortMode)
    Object.DontDestroyOnLoad(Object)
    Object.FindObjectsOfType<T>()
    Object.FindObjectsByType<T>(FindObjectsSortMode)
    Object.FindObjectsOfType<T>(bool)
    Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
    Object.FindObjectOfType<T>()
    Object.FindObjectOfType<T>(bool)
    Object.FindFirstObjectByType<T>()
    Object.FindAnyObjectByType<T>()
    Object.FindFirstObjectByType<T>(FindObjectsInactive)
    Object.FindAnyObjectByType<T>(FindObjectsInactive)
    Object.FindObjectOfType(Type)
    Object.FindFirstObjectByType(Type)
    Object.FindAnyObjectByType(Type)
    Object.FindObjectOfType(Type, bool)
    Object.FindFirstObjectByType(Type, FindObjectsInactive)
    Object.FindAnyObjectByType(Type, FindObjectsInactive)
    Object.ToString()
    Object.name
    Object.hideFlags
    object.Equals(object, object)
    object.GetType()
    object.ReferenceEquals(object, object)
    Namespace: Global Namespace
    Assembly: Cinemachine.dll
    Syntax
    public sealed class CinemachineShot : PlayableAsset, IPlayableAsset, IPropertyPreview

    Fields

    DisplayName

    The name to display on the track

    Declaration
    public string DisplayName
    Field Value
    Type Description
    string

    VirtualCamera

    The virtual camera to activate

    Declaration
    public ExposedReference<CinemachineVirtualCameraBase> VirtualCamera
    Field Value
    Type Description
    ExposedReference<CinemachineVirtualCameraBase>

    Methods

    CreatePlayable(PlayableGraph, GameObject)

    Implement this method to have your asset inject playables into the given graph.

    Declaration
    public override Playable CreatePlayable(PlayableGraph graph, GameObject owner)
    Parameters
    Type Name Description
    PlayableGraph graph

    The graph to inject playables into.

    GameObject owner

    The game object which initiated the build.

    Returns
    Type Description
    Playable

    The playable injected into the graph, or the root playable if multiple playables are injected.

    Overrides
    PlayableAsset.CreatePlayable(PlayableGraph, GameObject)

    GatherProperties(PlayableDirector, IPropertyCollector)

    Declaration
    public void GatherProperties(PlayableDirector director, IPropertyCollector driver)
    Parameters
    Type Name Description
    PlayableDirector director
    IPropertyCollector driver

    Implements

    IPlayableAsset
    UnityEngine.Timeline.IPropertyPreview
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