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    Namespace Unity.Cinemachine

    Classes

    CameraPipelineAttribute

    Attribute used by camera pipeline authoring components to indicate which stage of the pipeline they belong in.

    CameraStateExtensions

    Extension methods for CameraState.

    ChildCameraPropertyAttribute

    Attribute applied to a CinemachineVirtualCameraBase property to produce a child camera selector in the inspectoe.

    Cinemachine3OrbitRig

    Helpers for the 3-Orbit rig for the OrbitalFollow component

    Cinemachine3rdPersonFollow

    Third-person follower, with complex pivoting: horizontal about the origin, vertical about the shoulder.

    CinemachineAutoFocus

    This behaviour will drive the Camera focusDistance property. It can be used to hold focus onto a specific object, or (in HDRP) to auto-detect what is in front of the camera and focus on that.

    Camera.focusDistance is only available in physical mode, and appropriate processing must be installed for it to have any visible effect.

    This component's ScreenCenter mode is only available in HDRP projects, and in this mode the component cannot be dynamically added at runtime; it must be added in the editor.

    CinemachineBasicMultiChannelPerlin

    As a part of the Cinemachine Pipeline implementing the Noise stage, this component adds Perlin Noise to the Camera state, in the Correction channel of the CameraState.

    The noise is created by using a predefined noise profile asset. This defines the shape of the noise over time. You can scale this in amplitude or in time, to produce a large family of different noises using the same profile.

    CinemachineBlend

    Describes a blend between 2 CinemachineCameras, and holds the current state of the blend.

    CinemachineBlenderSettings

    Asset that defines the rules for blending between Virtual Cameras.

    CinemachineBrain

    CinemachineBrain is the link between the Unity Camera and the Cinemachine Virtual Cameras in the scene. It monitors the priority stack to choose the current Virtual Camera, and blend with another if necessary. Finally and most importantly, it applies the Virtual Camera state to the attached Unity Camera.

    The CinemachineBrain is also the place where rules for blending between virtual cameras are defined. Camera blending is an interpolation over time of one virtual camera position and state to another. If you think of virtual cameras as cameramen, then blending is a little like one cameraman smoothly passing the camera to another cameraman. You can specify the time over which to blend, as well as the blend curve shape. Note that a camera cut is just a zero-time blend.

    CinemachineBrainEvents

    This component will generate CinemachineBrain-specific events.

    CinemachineCamera

    This behaviour is intended to be attached to an empty GameObject, and it represents a Cinemachine Camera within the Unity scene.

    The CinemachineCamera will animate its Transform according to the rules contained in its CinemachineComponent pipeline (Aim, Body, and Noise). When the CM camera is Live, the Unity camera will assume the position and orientation of the CinemachineCamera.

    A CinemachineCamera is not a camera. Instead, it can be thought of as a camera controller, not unlike a cameraman. It can drive the Unity Camera and control its position, rotation, lens settings, and PostProcessing effects. Each CM Camera owns its own Cinemachine Component Pipeline, through which you can provide the instructions for procedurally tracking specific game objects. An empty procedural pipeline will result in a passive CinemachineCamera, which can be controlled in the same way as an ordinary GameObject.

    A CinemachineCamera is very lightweight, and does no rendering of its own. It merely tracks interesting GameObjects, and positions itself accordingly. A typical game can have dozens of CinemachineCameras, each set up to follow a particular character or capture a particular event.

    A CinemachineCamera can be in any of three states:

    • Live: The CinemachineCamera is actively controlling the Unity Camera. The CinemachineCamera is tracking its targets and being updated every frame.
    • Standby: The CinemachineCamera is tracking its targets and being updated every frame, but no Unity Camera is actively being controlled by it. This is the state of a CinemachineCamera that is enabled in the scene but perhaps at a lower priority than the Live CinemachineCamera.
    • Disabled: The CinemachineCamera is present but disabled in the scene. It is not actively tracking its targets and so consumes no processing power. However, the CinemachineCamera can be made live from the Timeline.

    The Unity Camera can be driven by any CinemachineCamera in the scene. The game logic can choose the CinemachineCamera to make live by manipulating the CM camerass enabled flags and/or its priority, based on game logic.

    In order to be driven by a CinemachineCamera, the Unity Camera must have a CinemachineBrain behaviour, which will select the most eligible CinemachineCamera based on its priority or on other criteria, and will manage blending.

    CinemachineCameraEvents

    This component will generate camera-specific activation and deactivation events. Add it to a Cinemachine Camera.

    CinemachineCameraManagerBase

    This is a virtual camera "manager" that owns and manages a collection of child Cm Cameras.

    CinemachineCameraManagerEvents

    This component will generate mixer-specific events.

    CinemachineCameraOffset

    An add-on module for Cm Camera that adds a final offset to the camera

    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.

    CinemachineCollisionImpulseSource

    If Physics or Physics 2D is part of the project, this would generate inpulse events.

    CinemachineComponentBase

    An abstract representation of a mutator acting on a CinemachineCamera

    CinemachineComposer

    This is a deprecated component. Use CinemachineRotationComposer instead.

    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.

    CinemachineCore.BlendEvent

    An Event with BlendEventParams as parameter.

    CinemachineCore.BrainEvent

    An Event with CinemachineBrain as parameter.

    CinemachineCore.CameraEvent

    An event with ICinemachineMixer and ICinemachineCamera parameters.

    CinemachineDoNotUpgrade

    Empty tag for the CM3 project upgrader. Object with this behaviour will not be upgraded.

    CinemachineDollyCart

    This is a deprecated component. Use CinemachineSplineCart instead.

    CinemachineEmbeddedAssetPropertyAttribute

    Used for custom drawing in the inspector. Inspector will show a foldout with the asset contents

    CinemachineExtension

    Base class for a CinemachineCamera extension module. Hooks into the Cinemachine Pipeline. Use this to add extra processing to the vcam, modifying its generated state

    CinemachineExtension.VcamExtraStateBase

    Extensions that need to save per-vcam state should inherit from this class and add appropriate member variables. Use GetExtraState() to access.

    CinemachineExternalCamera

    This component will expose a non-cinemachine camera to the cinemachine system, allowing it to participate in blends. Just add it as a component alongside an existing Unity Camera component.

    CinemachineExternalImpulseListener

    This behaviour can be attached to any object to make it shake in response to Impulses.

    This behaviour can be attached to the main Camera with the CinemachineBrain, to allow the main camera to shake without putting Listeners on the virtual cameras. In this case, camera shake is not dependent on the active virtual camera.

    It is also possible to put this behaviour on other scene objects to shake them in response to impulses.

    CinemachineFixedSignal

    A definition of an impulse signal that gets propagated to listeners

    CinemachineFollow

    This is a CinemachineComponent in the Body section of the component pipeline. Its job is to position the camera in a fixed relationship to the vcam's Tracking Target object, with offsets and damping.

    This component will only change the camera's position in space. It will not re-orient or otherwise aim the camera. To to that, you need to instruct the camera in the Aim section of its pipeline.

    CinemachineFollowZoom

    An add-on module for Cm Camera that adjusts the FOV of the lens to keep the target object at a constant size on the screen, regardless of camera and target position.

    CinemachineFramingTransposer

    This is a deprecated component. Use CinemachinePositionComposer instead.

    CinemachineFreeLook

    This is a deprecated component. Use CinemachineCamera instead.

    CinemachineFreeLookModifier

    This is an add-on for CinemachineCameras containing the OrbitalFollow component. It modifies the camera distance as a function of vertical angle.

    CinemachineFreeLookModifier.ComponentModifier<T>

    Modifier for things inside a single CinemachineComponentBase.

    CinemachineFreeLookModifier.CompositionModifier

    Builtin Freelook modifier for screen composition. Modifies composition at the start of the camera pipeline.

    CinemachineFreeLookModifier.DistanceModifier

    Builtin FreeLook modifier for camera distance. Applies distance to the camera at the start of the camera pipeline.

    CinemachineFreeLookModifier.LensModifier

    Builtin modifier for camera lens. Applies the lens at the start of the camera pipeline.

    CinemachineFreeLookModifier.Modifier

    Interface for an object that will modify some aspect of a FreeLook camera based on the vertical axis value.

    CinemachineFreeLookModifier.NoiseModifier

    Builtin modifier for noise components such as CinemachineBasicMultiChannelPerlin.
    Applies scaling to amplitude and frequency.

    CinemachineFreeLookModifier.PositionDampingModifier

    Builtin FreeLook modifier for positional damping. Modifies positional damping at the start of the camera pipeline.

    CinemachineFreeLookModifier.TiltModifier

    Builtin FreeLook modifier for camera tilt. Applies a vertical rotation to the camera at the end of the camera pipeline.

    CinemachineGroupComposer

    This is a deprecated component. Use CinemachineRotationComposer and CinemachineGroupFraming instead.

    CinemachineGroupFraming

    An add-on module for Cinemachine Camera that adjusts the framing if the tracking target implements ICinemachineTargetGroup.

    An attempt will be made to fit the entire target group within the specified framing. Camera position and/or rotation may be adjusted, depending on the settings.

    CinemachineHardLockToTarget

    This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to place the camera on the Follow Target.

    CinemachineHardLookAt

    This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera hard at the LookAt target.

    CinemachineImpulseChannelPropertyAttribute

    Property applied to CinemachineImpulseManager Channels. Used for custom drawing in the inspector.

    CinemachineImpulseDefinition

    Definition of an impulse signal that gets propagated to listeners.

    Here you provide a Raw Signal source, and define an envelope for time-scaling it to craft the complete Impulse signal shape. Also, you provide here parameters that define how the signal dissipates with spatial distance from the source location. Finally, you specify the Impulse Channel on which the signal will be sent.

    An API method is provided here to take these parameters, create an Impulse Event, and broadcast it on the channel.

    When creating a custom Impulse Source class, you will have an instance of this class as a field in your custom class. Be sure also to include the [CinemachineImpulseDefinition] attribute on the field, to get the right property drawer for it.

    CinemachineImpulseListener

    An extension for CinemachineCamera which post-processes the final position of the camera. It listens for CinemachineImpulse signals on the specified channels, and moves the camera in response to them.

    CinemachineImpulseManager

    This is a singleton object that manages all Impulse Events generated by the Cinemachine Impulse module. This singleton owns and manages all ImpulseEvent objects.

    CinemachineImpulseManager.ImpulseEvent

    Describes an event that generates an impulse signal on one or more channels. The event has a location in space, a start time, a duration, and a signal. The signal will dissipate as the distance from the event location increases.

    CinemachineImpulseSource

    An event-driven class that broadcasts an impulse signal to listeners.

    This is the base class for custom impulse sources. It contains an impulse definition, where the characteristics of the impulse signal are defined.

    API methods are provided for actually broadcasting the impulse. Call these methods from your custom code, or hook them up to game events in the Editor.

    CinemachineInputAxisController

    This is a behaviour that is used to drive other behaviours that implement IInputAxisOwner, which it discovers dynamically. It is the bridge between the input system and Cinemachine cameras that require user input. Add it to a Cinemachine camera that needs it.

    This implementation can read input from the Input package, or from the legacy input system, or both, depending on what is installed in the project.

    CinemachineInputAxisController.Reader

    Read an input value from legacy input or from and Input Action

    CinemachineInputProvider

    This is an add-on to override the legacy input system and read input using the UnityEngine.Input package API. Add this behaviour to any CinemachineVirtualCamera or FreeLook that requires user input, and drag in the the desired actions. If the Input System Package is not installed, then this behaviour does nothing.

    CinemachineInputProviderExtensions

    IInputAxisProvider is deprecated. Use InputAxis and InputAxisController instead.

    CinemachineLegacyCameraEvents

    This is a deprecated component. Use CinemachineCameraEvents instead.

    CinemachineLegacyCameraEvents.OnCameraLiveEvent

    This event is fired when a virtual camera is activated. If a blend is involved, it will be fired at the start of the blend.

    Parameter ordering is: incomingCam, outgoingCam.

    CinemachineMixerEventsBase

    This is a base class for components that will generate mixer-specific events.

    CinemachineMixingCamera

    CinemachineMixingCamera is a "manager camera" that takes on the state of the weighted average of the states of its child virtual cameras.

    A fixed number of slots are made available for cameras, rather than a dynamic array. We do it this way in order to support weight animation from the Timeline. Timeline cannot animate array elements.

    CinemachineOrbitalFollow

    This is a CinemachineComponent in the the Body section of the component pipeline. Its job is to position the camera somewhere on a spheroid centered at the Follow target.

    The position on the sphere and the radius of the sphere can be controlled by user input.

    CinemachineOrbitalTransposer

    This is a deprecated component. Use CinemachineOrbitalFollow instead.

    CinemachinePOV

    This is a deprecated component. Use CinemachinePanTilt instead.

    CinemachinePanTilt

    This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera in response to the user's mouse or joystick input.

    This component does not change the camera's position.

    CinemachinePath

    This is a deprecated component. Use SplineContainer instead.

    CinemachinePathBase

    This is a deprecated component. Use SplineContainer instead.

    CinemachinePathBase.Appearance

    This class holds the settings that control how the path will appear in the editor scene view. The path is not visible in the game view

    CinemachinePipeline

    This is a deprecated component.

    CinemachinePixelPerfect

    An add-on module for CinemachineCamera Camera that tweaks the orthographic size of the camera. It detects the presence of the Pixel Perfect Camera component and use the settings from that Pixel Perfect Camera to correct the orthographic size so that pixel art sprites would appear pixel perfect when the camera becomes live.

    CinemachinePositionComposer

    This is a Cinemachine Component in the Body section of the component pipeline. Its job is to position the camera in a fixed screen-space relationship to the camera's Tracking target object, with offsets and damping.

    The camera will be first moved along the camera Z axis until the target is at the desired distance from the camera's X-Y plane. The camera will then be moved in its XY plane until the target is at the desired point on the camera's screen.

    The Position Composer will only change the camera's position in space. It will not re-orient or otherwise aim the camera.

    For this component to work properly, the camera's tracking target must not be null. The tracking target will define what the camera is looking at.

    CinemachineRecomposer

    An add-on module for Cm Camera that adds a final tweak to the camera composition. It is intended for use in a Timeline context, where you want to hand-adjust the output of procedural or recorded camera aiming.

    CinemachineRotationComposer

    This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to aim the camera at the vcam's LookAt target object, with configurable offsets, damping, and composition rules.

    The composer does not change the camera's position. It will only pan and tilt the camera where it is, in order to get the desired framing. To move the camera, you have to use the virtual camera's Body section.

    CinemachineSameAsFollowTarget

    This is a CinemachineComponent in the Aim section of the component pipeline. Its job is to match the orientation of the Follow target.

    CinemachineSequencerCamera

    This is a virtual camera "manager" that owns and manages a collection of child Virtual Cameras. When the camera goes live, these child vcams are enabled, one after another, holding each camera for a designated time. Blends between cameras are specified. The last camera is held indefinitely, unless the Loop flag is enabled.

    CinemachineSmoothPath

    This is a deprecated component. Use SplineContainer instead.

    CinemachineSplineCart

    This is a very simple behaviour that constrains its transform to a Spline.
    It can be used to animate any objects along a path, or as a tracking target for Cinemachine Cameras.

    CinemachineSplineDolly

    A Cinemachine Camera Body component that constrains camera motion to a Spline. The camera can move along the spline.

    This behaviour can operate in two modes: manual positioning, and Auto-Dolly positioning. In Manual mode, the camera's position is specified by animating the Spline Position field. In Auto-Dolly mode, the Spline Position field is animated automatically every frame by finding the position on the spline that's closest to the camera's tracking target.

    CinemachineSplineRoll

    Extension that can be added to a SplineContainer or a vcam that uses a SplineContainer, for example a vcam that has SplineDolly as Body component.

    • When CinemachineSplineRoll is added to a gameObject that has SplineContainer, then the roll affects any vcam that reads that SplineContainer globally.
    • When CinemachineSplineRoll is added to a vcam, then roll only affects that vcam locally.

    CinemachineTargetGroup

    Defines a group of target objects, each with a radius and a weight. The weight is used when calculating the average position of the target group. Higher-weighted members of the group will count more. The bounding box is calculated by taking the member positions, weight, and radii into account.

    CinemachineTargetGroup.Target

    Holds the information that represents a member of the group

    CinemachineThirdPersonFollow

    Third-person follower, with complex pivoting: horizontal about the origin, vertical about the shoulder.

    CinemachineTouchInputMapper

    This is an add-on behaviour that globally maps the touch control to standard input channels, such as mouse X and mouse Y. Drop it on any game object in your scene.

    CinemachineTrackedDolly

    This is a deprecated component. Use CinemachineSplineDolly instead.

    CinemachineTransposer

    This is a deprecated component. Use CinemachineOrbitalFollow instead.

    CinemachineVirtualCamera

    This is a deprecated component. Use CinemachineCamera instead.

    CinemachineVirtualCameraBase

    Base class for a Monobehaviour that represents a Virtual Camera within the Unity scene.

    This is intended to be attached to an empty Transform GameObject. Inherited classes can be either standalone virtual cameras such as CinemachineCamera, or meta-cameras such as CinemachineClearShot or CinemachineBlendListCamera.

    A CinemachineVirtualCameraBase exposes an OutputChannel property. When the behaviour is enabled in the game, the Virtual Camera is automatically placed in a queue maintained by the static CinemachineCore singleton. The queue is sorted by priority. When a Unity camera is equipped with a CinemachineBrain behaviour, the brain will choose the camera at the head of the queue. If you have multiple Unity cameras with CinemachineBrain behaviours (say in a split-screen context), then you can filter the queue by setting the culling flags on the virtual cameras. The culling mask of the Unity Camera will then act as a filter for the brain. Apart from this, there is nothing that prevents a virtual camera from controlling multiple Unity cameras simultaneously.

    Damper

    Utility to perform realistic damping of float or Vector3 values. The algorithm is based on exponentially decaying the delta until only a negligible amount remains.

    EmbeddedBlenderSettingsPropertyAttribute

    Draws BlenderSettings asset embedded within the inspector.

    EnabledPropertyAttribute

    Draw a FoldoutWithEnabledButtonAttribute on a single line

    FoldoutWithEnabledButtonAttribute

    Draw a foldout with an Enabled toggle that shadows a field inside the foldout

    GroupWeightManipulator

    A class to get around the limitation in timeline that array members can't be animated. A fixed number of slots are made available, rather than a dynamic array.
    If you want to add more slots, just modify this code.

    HeadingTracker

    Tracks an object's velocity with a filter to determine a reasonably steady direction for the object's current trajectory.

    HideFoldoutAttribute

    Suppresses the top-level foldout on a complex property

    HideIfNoComponentAttribute

    Hide this property if a component of a given type is not present

    ICinemachineCamera.ActivationEvent

    Event that is fired when a Cinemachine camera is activated.

    InputAxisControllerBase<T>

    This is a base class for a behaviour that is used to drive IInputAxisOwner behaviours, which it discovers dynamically. It is the bridge between the input system and Cinemachine cameras that require user input. Add it to a Cinemachine camera that needs it. If you want to read inputs from a third-party source, then you must specialize this class with an appropriate implementation of IInputAxisReader.

    InputAxisControllerBase<T>.Controller

    Each discovered axis will get a Controller to drive it in Update().

    InputAxisNamePropertyAttribute

    Property applied to legacy input axis name specification. Used for custom drawing in the inspector.

    LensSettingsHideModeOverridePropertyAttribute

    Property applied to LensSetting properties.
    Will cause the property drawer to hide the ModeOverride setting.

    MinMaxRangeSliderAttribute

    Property applied to int or float fields to generate a minmax range slider in the inspector.

    NestedBlendSource

    Blend result source for blending. This exposes a CinemachineBlend object as an ersatz virtual camera for the purposes of blending. This achieves the purpose of blending the result oif a blend.

    NoSaveDuringPlayAttribute

    Suppresses play-mode-save for a field. Use it if the calsee has [SaveDuringPlay] attribute but there are fields in the class that shouldn't be saved.

    NoiseSettings

    This is an asset that defines a noise profile. A noise profile is the shape of the noise signal as a function of time. You can build arbitrarily complex shapes by combining different base perlin noise frequencies at different amplitudes.

    The frequencies and amplitudes should be chosen with care, to ensure an interesting noise quality that is not obviously repetitive.

    As a mathematical side-note, any arbitrary periodic curve can be broken down into a series of fixed-amplitude sine-waves added together. This is called fourier decomposition, and is the basis of much signal processing. It doesn't really have much to do with this asset, but it's super interesting!

    RangeSliderAttribute

    Property applied to int or float fields to generate a slider in the inspector.

    RuntimeUtility

    An ad-hoc collection of helpers, used by Cinemachine or its editor tools in various places

    SaveDuringPlayAttribute

    Invoke play-mode-save for a class. This class's fields will be scanned upon exiting play mode, and its property values will be applied to the scene object. This is a stopgap measure that will become obsolete once Unity implements play-mode-save in a more general way.

    SensorSizePropertyAttribute

    Property to display a SensorSize field

    SignalSourceAsset

    This is an asset that defines a 6D signal that can be retrieved in a random-access fashion. This is used by the Cinemachine Impulse module.

    SplineAutoDolly.FixedSpeed

    ISplineAutoDolly implementation that moves the object at a constant speed align the spline.

    SplineAutoDolly.NearestPointToTarget

    ISplineAutoDolly implementation that finds the point on th spline closest to the target. Note that this is a simple stateless algorithm, and is not appropriate for all spline shapes. For example, if the spline is forming an arc and the target is inside the arc, then the closest point can be noisy or undefined. Consider for example a spline that is perfectly circular with the target at the center. Where is the closest point?

    TagFieldAttribute

    Property field is a Tag.

    UnityQuaternionExtensions

    Extensions to the Quaternion class, used in various places by Cinemachine

    UnityRectExtensions

    Ad-hoc extensions to the Rect structure, used by Cinemachine

    UnityVectorExtensions

    Extensions to the Vector3 class, used by Cinemachine

    VcamTargetPropertyAttribute

    Property applied to Vcam Target fields. Used for custom drawing in the inspector.

    Vector2AsRangeAttribute

    Property applied to Vector2 to treat (x, y) as (min, max). Used for custom drawing in the inspector.

    Structs

    AxisBase

    This is a deprecated component. Use InputAxis instead.

    AxisState

    AxisState is deprecated. Use InputAxis instead.

    AxisState.Recentering

    Helper for automatic axis recentering

    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.

    CameraState.CustomBlendableItems

    Custom Blendables are a way to attach opaque custom data to a CameraState and have their weights blend along with the camera weights. For efficiency, a fixed number of slots are provided, plus a (more expensive) overflow list. The base system manages but otherwise ignores this data - it is intended for extension modules.

    CameraState.CustomBlendableItems.Item

    Opaque structure represent extra blendable stuff and its weight. The base system ignores this data - it is intended for extension modules

    CameraTarget

    Structure for holding the procedural motion targets for a CinemachineCamera. The main TrackingTarget is used by default for all object tracking. Optionally, a second LookAt target can be provided to make the camera follow one object while pointing at another.

    Cinemachine3OrbitRig.Orbit

    Defines the height and radius for an orbit

    Cinemachine3OrbitRig.Settings

    Settings to define the 3-orbit FreeLook rig using OrbitalFollow.

    CinemachineBlendDefinition

    Definition of a Camera blend. This struct holds the information necessary to generate a suitable AnimationCurve for a Cinemachine Blend.

    CinemachineBlenderSettings.CustomBlend

    Container specifying how two specific CinemachineCameras blend together.

    CinemachineBrain.LensModeOverrideSettings

    Defines the settings for Lens Mode overriding

    CinemachineCameraManagerBase.DefaultTargetSettings

    If enabled, a default target will be available. It will be used if a child rig needs a target and doesn't specify one itself.

    CinemachineCore.BlendEventParams

    This is sent with BlendEvent

    CinemachineFreeLook.Orbit

    Defines the height and radius of the Rig orbit

    CinemachineFreeLookModifier.NoiseModifier.NoiseSettings

    Settings to apply to the IModifiableNoise component

    CinemachineFreeLookModifier.TopBottomRigs<T>

    Helper struct to hold settings for Top, Middle, and Bottom orbits.

    CinemachineImpulseListener.ImpulseReaction

    This controls the secondary reaction of the listener to the incoming impulse.
    The impulse might be for example a sharp shock, and the secondary reaction could be a vibration whose amplitude and duration is controlled by the size of the original impulse. This allows different listeners to respond in different ways to the same impulse signal.

    CinemachineImpulseManager.EnvelopeDefinition

    This defines the time-envelope of the signal. The raw signal will be scaled to fit inside the envelope.

    CinemachineInputAxisDriver

    This is a deprecated component. Use DefaultInputAxisDriver instead.

    CinemachineOrbitalTransposer.Heading

    How the "forward" direction is defined. Orbital offset is in relation to the forward direction.

    CinemachinePath.Waypoint

    A waypoint along the path

    CinemachineSequencerCamera.Instruction

    This represents a single entry in the instruction list of the BlendListCamera.

    CinemachineSmoothPath.Waypoint

    A waypoint along the path

    CinemachineSplineDolly.DampingSettings

    Settings for controlling damping

    CinemachineTrackedDolly.AutoDolly

    Controls how automatic dollying occurs

    DefaultInputAxisDriver

    This object drives an input axis.
    It reads raw input, applies it to the axis value, with acceleration and deceleration.

    ICinemachineCamera.ActivationEventParams

    This is sent with ActivationEvent

    IInputAxisOwner.AxisDescriptor

    Describes an axis for an axis driver

    InputAxis

    Defines an input axis. This is a field that can take on any value in a range, with optional wrapping to form a loop.

    InputAxis.RecenteringSettings

    Defines the settings for automatic re-centering

    LegacyLensSettings

    Used to read in CM2 LensSettings

    LensSettings

    Describes the FOV and clip planes for a camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active.

    LensSettings.PhysicalSettings

    These are settings that are used only if IsPhysicalCamera is true.

    LookaheadSettings

    This structure holds settings for procedural lookahead.

    NoiseSettings.NoiseParams

    Describes the behaviour for a channel of noise

    NoiseSettings.TransformNoiseParams

    Contains the behaviour of noise for the noise module for all 3 cardinal axes of the camera

    PositionPredictor

    This is a utility to implement position predicting.

    PrioritySettings

    Structure for holding the priority of a camera.

    ScreenComposerSettings

    This structure holds settings for screen-space composition.

    ScreenComposerSettings.DeadZoneSettings

    Settings for DeadZone, which is an area within which the camera will not adjust itself.

    ScreenComposerSettings.HardLimitSettings

    The target will not be allowed to be outside this region. When the target is within this region, the camera will gradually adjust to re-align towards the desired position, depending on the damping speed

    SplineAutoDolly

    This structure holds the object that implements AutoDolly on a spline.

    Interfaces

    AxisState.IInputAxisProvider

    This is an interface to override default querying of Unity's legacy Input system. If a befaviour implementing this interface is attached to a CinemachineCamera that requires input, that interface will be polled for input instead of the standard Input system.

    AxisState.IRequiresInput

    IRequiresInput is deprecated. Use InputAxis and InputAxisController instead.

    CinemachineBlend.IBlender

    Interface for implementing custom CameraState blending algorithm

    CinemachineFreeLookModifier.IModifiableComposition

    Interface for CinemachineComponentBase-derived to allow its screen composition to be driven

    CinemachineFreeLookModifier.IModifiableDistance

    Interface for CinemachineComponentBase-derived to allow the camera distance to be modified

    CinemachineFreeLookModifier.IModifiableNoise

    Interface for CinemachineComponentBase-derived to allow the noise amplitude and frequency to be modified

    CinemachineFreeLookModifier.IModifiablePositionDamping

    Interface for CinemachineComponentBase-derived to allow its position damping to be driven.

    CinemachineFreeLookModifier.IModifierValueSource

    Interface for CinemachineComponentBase-derived to expose a normalized value that can be consumed by CinemachineFreeLookModifier to drive the rig selection.

    ICameraOverrideStack

    This interface provides a way to override camera selection logic. The cinemachine timeline track drives its target via this interface.

    ICinemachineCamera

    An abstract representation of a virtual camera which lives within the Unity scene

    ICinemachineMixer

    This is a ICinemachineCamera that can own child ICinemachineCameras. ICinemachineCamera nesting is defined using this interface.

    ICinemachineTargetGroup

    Interface representing something that can be used as a vcam target.
    It has a transform, a bounding box, and a bounding sphere.

    IInputAxisController

    This interface identifies a behaviour that can drive IInputAxisOwners.

    IInputAxisOwner

    Components that hold InputAxisValue structs must implement this interface to be discoverable.

    IInputAxisReader

    Abstraction for reading the value of an input axis

    IInputAxisResetSource

    Components that can generate an input axis reset must implement this interface.

    IShotQualityEvaluator

    An abstract representation of a component that evaluates shot quality. Component (usually a CinemachineExtension) is expected to set state.ShotQuality late in the camera pipeline (after Aim).

    ISignalSource6D

    Interface for raw signal provider

    SplineAutoDolly.ISplineAutoDolly

    Interface for procedural spline dolly. Implement this to provide a custom algorithm for choosing a point on the path.

    Enums

    AxisState.SpeedMode

    How to interpret the Max Speed setting.

    CameraState.BlendHints

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

    CinemachineAutoFocus.FocusTrackingMode

    The reference object for focus tracking

    CinemachineBlendDefinition.Styles

    Supported predefined shapes for the blend curve.

    CinemachineBrain.BrainUpdateMethods

    This enum defines the options available for the update method.

    CinemachineBrain.UpdateMethods

    This enum defines the options available for the update method.

    CinemachineCore.BlendHints

    Hint for transitioning to and from Cinemachine cameras

    CinemachineCore.Stage

    Stages in the Cinemachine Component pipeline. This enum defines the pipeline order.

    CinemachineDollyCart.UpdateMethod

    This enum defines the options available for the update method.

    CinemachineFramingTransposer.AdjustmentMode

    How to adjust the camera to get the desired framing

    CinemachineFramingTransposer.FramingMode

    What screen dimensions to consider when framing

    CinemachineGroupComposer.AdjustmentMode

    How to adjust the camera to get the desired framing

    CinemachineGroupComposer.FramingMode

    What screen dimensions to consider when framing

    CinemachineGroupFraming.FramingModes

    What screen dimensions to consider when framing

    CinemachineGroupFraming.LateralAdjustmentModes

    How to adjust the camera to get the desired horizontal and vertical framing

    CinemachineGroupFraming.SizeAdjustmentModes

    How to adjust the camera to get the desired framing size

    CinemachineImpulseDefinition.ImpulseShapes

    Supported predefined shapes for the impulses.

    CinemachineImpulseDefinition.ImpulseTypes

    This enum represents the various ways an impulse can travel through space

    CinemachineImpulseDefinition.RepeatModes

    Legacy mode only: How to fit the signal into the envelope time

    CinemachineImpulseManager.ImpulseEvent.DirectionModes

    How the signal behaves as the listener moves away from the origin.

    CinemachineImpulseManager.ImpulseEvent.DissipationModes

    How the signal dissipates with distance.

    CinemachineOrbitalFollow.OrbitStyles

    How to construct the surface on which the camera will travel

    CinemachineOrbitalFollow.ReferenceFrames

    Defines the reference frame in which horizontal recentering is done.

    CinemachineOrbitalTransposer.Heading.HeadingDefinition

    Sets the algorithm for determining the target's heading for purposes of re-centering the camera

    CinemachinePOV.RecenterTargetMode

    Defines the recentering target: Recentering goes here

    CinemachinePanTilt.ReferenceFrames

    Defines the reference frame against which pan and tilt rotations are made.

    CinemachinePathBase.PositionUnits

    How to interpret the Path Position

    CinemachineSplineCart.UpdateMethods

    This enum defines the options available for the update method.

    CinemachineSplineDolly.RotationMode

    Different ways to set the camera's up vector

    CinemachineTargetGroup.PositionModes

    How the group's position is calculated

    CinemachineTargetGroup.RotationModes

    How the group's orientation is calculated

    CinemachineTargetGroup.UpdateMethods

    This enum defines the options available for the update method.

    CinemachineTrackedDolly.CameraUpMode

    Different ways to set the camera's up vector

    CinemachineVirtualCameraBase.StandbyUpdateMode

    How often to update a virtual camera when it is in Standby mode

    IInputAxisOwner.AxisDescriptor.Hints

    This provides a hint about the intended usage of the axis.

    InputAxis.RestrictionFlags

    Some usages require restricted functionality.
    The possible restrictions are defined here.

    LensSettings.OverrideModes

    This enum controls how the Camera settings are driven. Some settings can be pulled from the main camera, or pushed to it, depending on these values.

    OutputChannels

    The CinemachineCamera will drive all CinemachineBrains that include one or more of its channels within its channel mask.

    Delegates

    CinemachineBlendDefinition.LookupBlendDelegate

    Delegate for finding a blend definition to use when blending between 2 cameras.

    CinemachineCore.AxisInputDelegate

    Delegate for overriding Unity's default input system. Returns the value of the named axis.

    CinemachineCore.GetBlendOverrideDelegate

    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 definition specific to current conditions.

    CinemachineCore.GetCustomBlenderDelegate

    Delegate for replacing a standard CinemachineBlend with a custom blender class. Return a new instance of a custom blender, or null to use the default blender.

    CinemachineFreeLook.CreateRigDelegate

    Override component pipeline creation. This needs to be done by the editor to support Undo. The override must do exactly the same thing as the CreatePipeline method in this class.

    CinemachineFreeLook.DestroyRigDelegate

    Override component pipeline destruction. This needs to be done by the editor to support Undo.

    CinemachineVirtualCamera.CreatePipelineDelegate

    Override component pipeline creation. This needs to be done by the editor to support Undo. The override must do exactly the same thing as the CreatePipeline method in the CinemachineVirtualCamera class.

    CinemachineVirtualCamera.DestroyPipelineDelegate

    Override component pipeline destruction. This needs to be done by the editor to support Undo.

    IInputAxisOwner.AxisDescriptor.AxisGetter

    Delegate to get a reference to the axis being driven

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