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    Struct CameraState

    The output of the Cinemachine engine for a specific virtual camera. The information in this struct can be blended, and provides what is needed to calculate an appropriate camera position, orientation, and lens setting.

    Raw values are what the Cinemachine behaviours generate. The correction channel holds perturbations to the raw values - e.g. noise or smoothing, or obstacle avoidance corrections. Corrections are not considered when making time-based calculations such as damping.

    The Final position and orientation is the combination of the raw values and their corrections.

    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.Cinemachine
    Assembly: solution.dll
    Syntax
    public struct CameraState

    Fields

    Name Description
    BlendHint

    These hints can be or'ed together to influence how blending is done, and how state is applied to the camera

    Lens

    Camera Lens Settings.

    OrientationCorrection

    Orientation correction. This will be added to the raw orientation. This value doesn't get fed back into the system when calculating the next frame. Can be noise, or smoothing, or both, or something else.

    PositionCorrection

    Position correction. This will be added to the raw position. This value doesn't get fed back into the system when calculating the next frame. Can be noise, or smoothing, or both, or something else.

    RawOrientation

    Raw (un-corrected) world space orientation of this camera

    RawPosition

    Raw (un-corrected) world space position of this camera

    ReferenceLookAt

    The world space focus point of the camera. What the camera wants to look at. There is a special constant define to represent "nothing". Be careful to check for that (or check the HasLookAt property).

    ReferenceUp

    Which way is up. World space unit vector. Must have a length of 1.

    RotationDampingBypass

    This is a way for the Body component to set a bypass hint for aim damping, useful for when the body needs to rotate its point of view, but does not want interference from the aim damping. The value is the amount that the camera has been rotated, in world coords.

    ShotQuality

    Subjective estimation of how "good" the shot is. Larger values mean better quality. Default is 1.

    kNoPoint

    This constant represents "no point in space" or "no direction".

    Properties

    Name Description
    Default

    State with default values

    Methods

    Name Description
    AddCustomBlendable(Item)

    Add a custom blendable to the pot for eventual application to the camera. The base system manages but otherwise ignores this data - it is intended for extension modules

    Lerp(in CameraState, in CameraState, float)

    Intelligently blend the contents of two states.

    Extension Methods

    CameraStateExtensions.FindCustomBlendable(CameraState, Object)
    CameraStateExtensions.GetCorrectedOrientation(CameraState)
    CameraStateExtensions.GetCorrectedPosition(CameraState)
    CameraStateExtensions.GetCustomBlendable(CameraState, int)
    CameraStateExtensions.GetFinalOrientation(CameraState)
    CameraStateExtensions.GetFinalPosition(CameraState)
    CameraStateExtensions.GetNumCustomBlendables(CameraState)
    CameraStateExtensions.HasLookAt(CameraState)
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