Class CinemachineCore
A singleton that manages complete lists of CinemachineBrain and, CinemachineCamera, and the priority queue. Provides services to keeping track of whether CinemachineCameras have been updated each frame.
Inherited Members
Namespace: Unity.Cinemachine
Assembly: solution.dll
Syntax
public static class CinemachineCore
Fields
Name | Description |
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BlendCreatedEvent | This event will fire when a blend is created.
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BlendFinishedEvent | This event will fire when the current camera completes a blend-in. |
CameraActivatedEvent | This event will fire when the current camera changes, at the start of a blend |
CameraDeactivatedEvent | This event will fire immediately after a camera that is live in some context stops being live. |
CameraUpdatedEvent | This event will fire after a brain updates its Camera |
CurrentTimeOverride | If non-negative, cinemachine will use this value whenever it wants current game time. Usage is for master timelines in manual update mode, for deterministic behaviour. |
GetBlendOverride | Delegate for overriding a blend that is about to be applied to a transition. A handler can either return the default blend, or a new blend specific to current conditions. |
GetCustomBlender | Delegate for replacing a standard CinemachineBlend with a custom blender class. Returns a new instance of a custom blender, or null to use the default blender. |
GetInputAxis | Delegate for overriding Unity's default input system. If you set this, then your delegate will be called instead of System.Input.GetAxis(axisName) whenever in-game user input is needed. |
UniformDeltaTimeOverride | If non-negative, cinemachine will update with this uniform delta time. Usage is for timelines in manual update mode. |
kPackageRoot | The root directory where Cinemachine is installed |
Properties
Name | Description |
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CurrentTime | Replacement for Time.time, taking CurrentTimeTimeOverride into account. |
DeltaTime | Replacement for Time.deltaTime, taking UniformDeltaTimeOverride into account. |
SoloCamera | API for the Unity Editor. Show this camera no matter what. This is static, and so affects all Cinemachine brains. |
VirtualCameraCount | List of all active CinemachineCameras for all brains. This list is kept sorted by priority. |
Methods
Name | Description |
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FindPotentialTargetBrain(CinemachineVirtualCameraBase) | Try to find a CinemachineBrain to associate with a CinemachineCamera. The first CinemachineBrain in which this CinemachineCamera is live will be used. If none, then the first active CinemachineBrain with the correct layer filter will be used. Brains with OutputCamera == null will not be returned. Final result may be null. |
GetVirtualCamera(int) | Access the priority-sorted array of active ICinemachineCamera in the scene. |
IsLive(ICinemachineCamera) | Is this virtual camera currently actively controlling any Camera? |
IsLiveInBlend(ICinemachineCamera) | Checks if the vcam is live as part of an outgoing blend in any active CinemachineBrain. |
OnTargetObjectWarped(Transform, Vector3) | Call this to notify all virtual cameras that may be tracking a target that the target's position has suddenly warped to somewhere else, so that the virtual cameras can update their internal state to make the camera warp seamlessly along with the target.
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ResetCameraState() | Call this to notify all virtual cameras to forget state from the previous frame. This is essentially a reset of all the Cinemachine cameras. It is useful, for example, when you want to restart a game level. |