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    Class CinemachineClearShot

    Cinemachine ClearShot is a "manager camera" that owns and manages a set of Virtual Camera gameObject children. When Live, the ClearShot will check the children, and choose the one with the best quality shot and make it Live.

    This can be a very powerful tool. If the child cameras have shot evaluator extensions, they will analyze the scene for target obstructions, optimal target distance, and other items, and report their assessment of shot quality back to the ClearShot parent, who will then choose the best one. You can use this to set up complex multi-camera coverage of a scene, and be assured that a clear shot of the target will always be available.

    If multiple child cameras have the same shot quality, the one with the highest priority will be chosen.

    You can also define custom blends between the ClearShot children.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineVirtualCameraBase
    CinemachineCameraManagerBase
    CinemachineClearShot
    Implements
    ICinemachineMixer
    ICinemachineCamera
    Inherited Members
    CinemachineCameraManagerBase.DefaultTarget
    CinemachineCameraManagerBase.DefaultBlend
    CinemachineCameraManagerBase.CustomBlends
    CinemachineCameraManagerBase.OnEnable()
    CinemachineCameraManagerBase.OnDisable()
    CinemachineCameraManagerBase.Description
    CinemachineCameraManagerBase.State
    CinemachineCameraManagerBase.IsLiveChild(ICinemachineCamera, bool)
    CinemachineCameraManagerBase.ChildCameras
    CinemachineCameraManagerBase.PreviousStateIsValid
    CinemachineCameraManagerBase.IsBlending
    CinemachineCameraManagerBase.ActiveBlend
    CinemachineCameraManagerBase.LiveChild
    CinemachineCameraManagerBase.LookAt
    CinemachineCameraManagerBase.Follow
    CinemachineCameraManagerBase.InternalUpdateCameraState(Vector3, float)
    CinemachineCameraManagerBase.LookupBlend(ICinemachineCamera, ICinemachineCamera)
    CinemachineCameraManagerBase.OnTargetObjectWarped(Transform, Vector3)
    CinemachineCameraManagerBase.ForceCameraPosition(Vector3, Quaternion)
    CinemachineCameraManagerBase.InvalidateCameraCache()
    CinemachineCameraManagerBase.UpdateCameraCache()
    CinemachineCameraManagerBase.OnTransformChildrenChanged()
    CinemachineCameraManagerBase.SetLiveChild(ICinemachineCamera, Vector3, float)
    CinemachineCameraManagerBase.ResetLiveChild()
    CinemachineCameraManagerBase.FinalizeCameraState(float)
    CinemachineVirtualCameraBase.Priority
    CinemachineVirtualCameraBase.OutputChannel
    CinemachineVirtualCameraBase.IsDprecated
    CinemachineVirtualCameraBase.FollowTargetAttachment
    CinemachineVirtualCameraBase.LookAtTargetAttachment
    CinemachineVirtualCameraBase.StandbyUpdate
    CinemachineVirtualCameraBase.GetMaxDampTime()
    CinemachineVirtualCameraBase.DetachedFollowTargetDamp(float, float, float)
    CinemachineVirtualCameraBase.DetachedFollowTargetDamp(Vector3, Vector3, float)
    CinemachineVirtualCameraBase.DetachedFollowTargetDamp(Vector3, float, float)
    CinemachineVirtualCameraBase.DetachedLookAtTargetDamp(float, float, float)
    CinemachineVirtualCameraBase.DetachedLookAtTargetDamp(Vector3, Vector3, float)
    CinemachineVirtualCameraBase.DetachedLookAtTargetDamp(Vector3, float, float)
    CinemachineVirtualCameraBase.InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, CinemachineCore.Stage, ref CameraState, float)
    CinemachineVirtualCameraBase.InvokePrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase, ref CameraState, float)
    CinemachineVirtualCameraBase.InvokeOnTransitionInExtensions(ICinemachineCamera, Vector3, float)
    CinemachineVirtualCameraBase.Name
    CinemachineVirtualCameraBase.IsValid
    CinemachineVirtualCameraBase.ParentCamera
    CinemachineVirtualCameraBase.UpdateCameraState(Vector3, float)
    CinemachineVirtualCameraBase.OnCameraActivated(ICinemachineCamera.ActivationEventParams)
    CinemachineVirtualCameraBase.OnTransformParentChanged()
    CinemachineVirtualCameraBase.OnDestroy()
    CinemachineVirtualCameraBase.Start()
    CinemachineVirtualCameraBase.Update()
    CinemachineVirtualCameraBase.ResolveLookAt(Transform)
    CinemachineVirtualCameraBase.ResolveFollow(Transform)
    CinemachineVirtualCameraBase.MoveToTopOfPrioritySubqueue()
    CinemachineVirtualCameraBase.Prioritize()
    CinemachineVirtualCameraBase.PullStateFromVirtualCamera(Vector3, ref LensSettings)
    CinemachineVirtualCameraBase.FollowTargetChanged
    CinemachineVirtualCameraBase.LookAtTargetChanged
    CinemachineVirtualCameraBase.UpdateTargetCache()
    CinemachineVirtualCameraBase.FollowTargetAsGroup
    CinemachineVirtualCameraBase.FollowTargetAsVcam
    CinemachineVirtualCameraBase.LookAtTargetAsGroup
    CinemachineVirtualCameraBase.LookAtTargetAsVcam
    CinemachineVirtualCameraBase.GetCinemachineComponent(CinemachineCore.Stage)
    CinemachineVirtualCameraBase.IsLive
    CinemachineVirtualCameraBase.IsParticipatingInBlend()
    CinemachineVirtualCameraBase.CancelDamping(bool)
    MonoBehaviour.IsInvoking()
    MonoBehaviour.CancelInvoke()
    MonoBehaviour.Invoke(string, float)
    MonoBehaviour.InvokeRepeating(string, float, float)
    MonoBehaviour.CancelInvoke(string)
    MonoBehaviour.IsInvoking(string)
    MonoBehaviour.StartCoroutine(string)
    MonoBehaviour.StartCoroutine(string, object)
    MonoBehaviour.StartCoroutine(IEnumerator)
    MonoBehaviour.StartCoroutine_Auto(IEnumerator)
    MonoBehaviour.StopCoroutine(IEnumerator)
    MonoBehaviour.StopCoroutine(Coroutine)
    MonoBehaviour.StopCoroutine(string)
    MonoBehaviour.StopAllCoroutines()
    MonoBehaviour.print(object)
    MonoBehaviour.destroyCancellationToken
    MonoBehaviour.useGUILayout
    MonoBehaviour.runInEditMode
    Behaviour.enabled
    Behaviour.isActiveAndEnabled
    Component.GetComponent(Type)
    Component.GetComponent<T>()
    Component.TryGetComponent(Type, out Component)
    Component.TryGetComponent<T>(out T)
    Component.GetComponent(string)
    Component.GetComponentInChildren(Type, bool)
    Component.GetComponentInChildren(Type)
    Component.GetComponentInChildren<T>(bool)
    Component.GetComponentInChildren<T>()
    Component.GetComponentsInChildren(Type, bool)
    Component.GetComponentsInChildren(Type)
    Component.GetComponentsInChildren<T>(bool)
    Component.GetComponentsInChildren<T>(bool, List<T>)
    Component.GetComponentsInChildren<T>()
    Component.GetComponentsInChildren<T>(List<T>)
    Component.GetComponentInParent(Type, bool)
    Component.GetComponentInParent(Type)
    Component.GetComponentInParent<T>(bool)
    Component.GetComponentInParent<T>()
    Component.GetComponentsInParent(Type, bool)
    Component.GetComponentsInParent(Type)
    Component.GetComponentsInParent<T>(bool)
    Component.GetComponentsInParent<T>(bool, List<T>)
    Component.GetComponentsInParent<T>()
    Component.GetComponents(Type)
    Component.GetComponents(Type, List<Component>)
    Component.GetComponents<T>(List<T>)
    Component.GetComponents<T>()
    Component.CompareTag(string)
    Component.SendMessageUpwards(string, object, SendMessageOptions)
    Component.SendMessageUpwards(string, object)
    Component.SendMessageUpwards(string)
    Component.SendMessageUpwards(string, SendMessageOptions)
    Component.SendMessage(string, object)
    Component.SendMessage(string)
    Component.SendMessage(string, object, SendMessageOptions)
    Component.SendMessage(string, SendMessageOptions)
    Component.BroadcastMessage(string, object, SendMessageOptions)
    Component.BroadcastMessage(string, object)
    Component.BroadcastMessage(string)
    Component.BroadcastMessage(string, SendMessageOptions)
    Component.transform
    Component.gameObject
    Component.tag
    Object.GetInstanceID()
    Object.GetHashCode()
    Object.Equals(object)
    Object.Instantiate(Object, Vector3, Quaternion)
    Object.Instantiate(Object, Vector3, Quaternion, Transform)
    Object.Instantiate(Object)
    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.DestroyObject(Object, float)
    Object.DestroyObject(Object)
    Object.FindSceneObjectsOfType(Type)
    Object.FindObjectsOfTypeIncludingAssets(Type)
    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.FindObjectsOfTypeAll(Type)
    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.ReferenceEquals(object, object)
    object.GetType()
    object.MemberwiseClone()
    Namespace: Unity.Cinemachine
    Assembly: solution.dll
    Syntax
    [DisallowMultipleComponent]
    [ExecuteAlways]
    [ExcludeFromPreset]
    [AddComponentMenu("Cinemachine/Cinemachine ClearShot")]
    [HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.0/manual/CinemachineClearShot.html")]
    public class CinemachineClearShot : CinemachineCameraManagerBase, ICinemachineMixer, ICinemachineCamera

    Fields

    Name Description
    ActivateAfter

    Wait this many seconds before activating a new child camera

    MinDuration

    An active camera must be active for at least this many seconds

    RandomizeChoice

    If checked, camera choice will be randomized if multiple cameras are equally desirable.
    Otherwise, child list order will be used

    Methods

    Name Description
    ChooseCurrentCamera(Vector3, float)

    Choose the appropriate current camera from among the ChildCameras, based on current state. If the returned camera is different from the current camera, an appropriate transition will be made.

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live.

    PerformLegacyUpgrade(int)

    Override this to handle any upgrades necessitated by a streaming version change. Note that since this method is not called from the main thread, there are many things it cannot do, including checking a unity object for null.

    Reset()

    Reset the component to default values.

    ResetRandomization()

    If RandomizeChoice is enabled, call this to re-randomize the children next frame. This is useful if you want to freshen up the shot.

    Extension Methods

    CinemachineInputProviderExtensions.GetInputAxisProvider(CinemachineVirtualCameraBase)
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