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    Class CinemachineComponentBase

    An abstract representation of a mutator acting on a CinemachineCamera

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineComponentBase
    Cinemachine3rdPersonFollow
    CinemachineBasicMultiChannelPerlin
    CinemachineComposer
    CinemachineFollow
    CinemachineFramingTransposer
    CinemachineHardLockToTarget
    CinemachineHardLookAt
    CinemachineOrbitalFollow
    CinemachinePOV
    CinemachinePanTilt
    CinemachinePositionComposer
    CinemachineRotationComposer
    CinemachineSameAsFollowTarget
    CinemachineSplineDolly
    CinemachineThirdPersonFollow
    CinemachineTrackedDolly
    CinemachineTransposer
    Inherited Members
    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
    [ExecuteAlways]
    public abstract class CinemachineComponentBase : MonoBehaviour

    Fields

    Name Description
    Epsilon

    Useful constant for very small floats

    Properties

    Name Description
    BodyAppliesAfterAim

    Special for Body Stage components that want to be applied after Aim stage because they use the aim as inout for the procedural placement

    FollowTarget

    Returns the owner vcam's Follow target.

    FollowTargetAsGroup

    Get Follow target as ICinemachineTargetGroup, or null if target is not a group

    FollowTargetPosition

    Get the position of the Follow target. Special handling: If the Follow target is a VirtualCamera, returns the vcam State's position, not the transform's position

    FollowTargetRotation

    Get the rotation of the Follow target. Special handling: If the Follow target is a VirtualCamera, returns the vcam State's rotation, not the transform's rotation

    IsValid

    Returns true if this object is enabled and set up to produce results.

    LookAtTarget

    Returns the owner vcam's LookAt target.

    LookAtTargetAsGroup

    Get LookAt target as ICinemachineTargetGroup, or null if target is not a group

    LookAtTargetPosition

    Get the position of the LookAt target. Special handling: If the LookAt target is a VirtualCamera, returns the vcam State's position, not the transform's position

    LookAtTargetRotation

    Get the rotation of the LookAt target. Special handling: If the LookAt target is a VirtualCamera, returns the vcam State's rotation, not the transform's rotation

    Stage

    What part of the pipeline this fits into

    VcamState

    Returns the owner vcam's CameraState.

    VirtualCamera

    Get the associated CinemachineVirtualCameraBase

    Methods

    Name Description
    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation.
    Procedural placement then takes over. Base class implementation does nothing.

    GetMaxDampTime()

    Report maximum damping time needed for this component. Only used in editor for timeline scrubbing.

    MutateCameraState(ref CameraState, float)

    Mutates the camera state. This state will later be applied to the camera.

    OnDisable()

    Standard OnEnable call. Derived classes should call the base class implementation. Handles pipeline validation.

    OnEnable()

    Standard OnEnable call. Derived classes should call the base class implementation. Handles pipeline validation.

    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 seamlessly. Base class implementation does nothing.

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live. Base class implementation does nothing.

    PrePipelineMutateCameraState(ref CameraState, float)

    Override this to do such things as offset the ReferenceLookAt. Base class implementation does nothing.

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