Class CinemachineBrain
CinemachineBrain is the link between the Unity Camera and the CinemachineCameras in the Scene. It monitors the priority stack to choose the current Cinemachine Camera, and blend with another if necessary. Finally and most importantly, it applies the CinemachineCamera state to the attached Unity Camera.
The CinemachineBrain is also the place where rules for blending between Cinemachine Cameras are defined. Camera blending is an interpolation over time of one Cinemachine Camera position and state to another. If you think of CinemachineCameras 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.
Inherited Members
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
[DisallowMultipleComponent]
[ExecuteAlways]
[AddComponentMenu("Cinemachine/Cinemachine Brain")]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineBrain.html")]
public class CinemachineBrain : MonoBehaviour, ICameraOverrideStack, ICinemachineMixer, ICinemachineCamera
Fields
BlendUpdateMethod
The update time for the Brain, i.e. when the blends are evaluated and the brain's transform is updated.
Declaration
[Tooltip("The update time for the Brain, i.e. when the blends are evaluated and the brain's transform is updated")]
[FormerlySerializedAs("m_BlendUpdateMethod")]
public CinemachineBrain.BrainUpdateMethods BlendUpdateMethod
Field Value
Type | Description |
---|---|
Cinemachine |
ChannelMask
The CinemachineBrain finds the highest-priority CinemachineCamera that outputs to any of the channels selected. CinemachineCameras that do not output to one of these channels are ignored. Use this in situations where multiple CinemachineBrains are needed (for example, Split-screen).
Declaration
[Tooltip("The CinemachineBrain finds the highest-priority CinemachineCamera that outputs to any of the channels selected. CinemachineCameras that do not output to one of these channels are ignored. Use this in situations where multiple CinemachineBrains are needed (for example, Split-screen).")]
public OutputChannels ChannelMask
Field Value
Type | Description |
---|---|
Output |
CustomBlends
This is the asset that contains custom settings for blends between specific CinemachineCameras in your Scene.
Declaration
[Tooltip("This is the asset that contains custom settings for blends between specific CinemachineCameras in your Scene")]
[FormerlySerializedAs("m_CustomBlends")]
public CinemachineBlenderSettings CustomBlends
Field Value
Type | Description |
---|---|
Cinemachine |
DefaultBlend
The blend that is used if you don't explicitly define a blend between two CinemachineCameras.
Declaration
[Tooltip("The blend that is used in cases where you haven't explicitly defined a blend between two CinemachineCameras")]
[FormerlySerializedAs("m_DefaultBlend")]
public CinemachineBlendDefinition DefaultBlend
Field Value
Type | Description |
---|---|
Cinemachine |
IgnoreTimeScale
When enabled, the cameras always respond in real-time to user input and damping, even if the game is running in slow motion.
Declaration
[Tooltip("When enabled, the cameras always respond in real-time to user input and damping, even if the game is running in slow motion")]
[FormerlySerializedAs("m_IgnoreTimeScale")]
public bool IgnoreTimeScale
Field Value
Type | Description |
---|---|
bool |
LensModeOverride
Controls whether CinemachineCameras can change the lens mode.
Declaration
[FoldoutWithEnabledButton("Enabled")]
public CinemachineBrain.LensModeOverrideSettings LensModeOverride
Field Value
Type | Description |
---|---|
Cinemachine |
ShowCameraFrustum
When enabled, shows the camera's frustum in the Scene view.
Declaration
[Tooltip("When enabled, shows the camera's frustum at all times in the Scene view")]
[FormerlySerializedAs("m_ShowCameraFrustum")]
public bool ShowCameraFrustum
Field Value
Type | Description |
---|---|
bool |
ShowDebugText
When enabled, the current camera and blend are indicated in the game window, for debugging.
Declaration
[Tooltip("When enabled, the current camera and blend are indicated in the game window, for debugging")]
[FormerlySerializedAs("m_ShowDebugText")]
public bool ShowDebugText
Field Value
Type | Description |
---|---|
bool |
UpdateMethod
Depending on how the target GameObjects are animated, adjust the update method to minimize the potential jitter. Use FixedUpdate if all your targets are animated with for RigidBody animation. SmartUpdate chooses the best method for each CinemachineCamera, depending on how the target is animated.
Declaration
[Tooltip("The update time for the CinemachineCameras. Use FixedUpdate if all your targets are animated during FixedUpdate (e.g. RigidBodies), LateUpdate if all your targets are animated during the normal Update loop, and SmartUpdate if you want Cinemachine to do the appropriate thing on a per-target basis. SmartUpdate is the recommended setting")]
[FormerlySerializedAs("m_UpdateMethod")]
public CinemachineBrain.UpdateMethods UpdateMethod
Field Value
Type | Description |
---|---|
Cinemachine |
WorldUpOverride
If set, this GameObject's Y axis defines the world-space Up vector for all the CinemachineCameras. This is useful in top-down game environments. If not set, Up is world-space Y.
Declaration
[Tooltip("If set, this GameObject's Y axis defines the world-space Up vector for all the CinemachineCameras. This is useful for instance in top-down game environments. If not set, Up is world-space Y. Setting this appropriately is important, because CinemachineCameras don't like looking straight up or straight down.")]
[FormerlySerializedAs("m_WorldUpOverride")]
public Transform WorldUpOverride
Field Value
Type | Description |
---|---|
Transform |
Properties
ActiveBlend
Get the current blend in progress. Returns null if none. It is also possible to set the current blend, but this is not a recommended usage unless it is to set the active blend to null, which forces the completion of the blend.
Declaration
public CinemachineBlend ActiveBlend { get; set; }
Property Value
Type | Description |
---|---|
Cinemachine |
ActiveBrainCount
Access the array of active CinemachineBrains in the Scene
Declaration
public static int ActiveBrainCount { get; }
Property Value
Type | Description |
---|---|
int |
ActiveVirtualCamera
Get the current active CinemachineCamera.
Declaration
public ICinemachineCamera ActiveVirtualCamera { get; }
Property Value
Type | Description |
---|---|
ICinemachine |
ControlledObject
CinemachineBrain controls this GameObject. Normally, this is the GameObject to which the CinemachineBrain component is attached. However, it is possible to override this by setting this property to another GameObject. If a Camera component is attached to the Controlled GameObject, then that Camera component's lens settings is also driven by the CinemachineBrain. If this property is set to null, then CinemachineBrain is controlling the GameObject to which it is attached. The value of this property always reports as non-null.
Declaration
public GameObject ControlledObject { get; set; }
Property Value
Type | Description |
---|---|
Game |
DefaultWorldUp
Get the default world up for the CinemachineCameras.
Declaration
public Vector3 DefaultWorldUp { get; }
Property Value
Type | Description |
---|---|
Vector3 |
Description
Gets a brief debug description of this camera, for use when displaying debug info
Declaration
public string Description { get; }
Property Value
Type | Description |
---|---|
string |
IsBlending
Indicates if there is a blend in progress.
Declaration
public bool IsBlending { get; }
Property Value
Type | Description |
---|---|
bool |
IsValid
Will return false if this references a deleted object
Declaration
public bool IsValid { get; }
Property Value
Type | Description |
---|---|
bool |
Name
Gets the name of this virtual camera. For use when deciding how to blend to or from this camera
Declaration
public string Name { get; }
Property Value
Type | Description |
---|---|
string |
OutputCamera
Get the Unity Camera that is attached to this GameObject. This is the camera that is controlled by the CinemachineBrain.
Declaration
public Camera OutputCamera { get; }
Property Value
Type | Description |
---|---|
Camera |
ParentCamera
Returns the ICinemachineMixer within which this Camera is nested, or null.
Declaration
public ICinemachineMixer ParentCamera { get; }
Property Value
Type | Description |
---|---|
ICinemachine |
State
Camera state at the current time.
Declaration
public CameraState State { get; }
Property Value
Type | Description |
---|---|
Camera |
Methods
GetActiveBrain(int)
Access the array of active CinemachineBrains in the Scene without generating garbage.
Declaration
public static CinemachineBrain GetActiveBrain(int index)
Parameters
Type | Name | Description |
---|---|---|
int | index | Index of the brain to access, range 0-ActiveBrainCount. |
Returns
Type | Description |
---|---|
Cinemachine |
The brain at the specified index. |
IsLiveChild(ICinemachineCamera, bool)
Check whether the cam is a live child of this camera.
Declaration
public bool IsLiveChild(ICinemachineCamera cam, bool dominantChildOnly = false)
Parameters
Type | Name | Description |
---|---|---|
ICinemachine |
cam | |
bool | dominantChildOnly | If true, will only return true if this vcam is the dominant live child |
Returns
Type | Description |
---|---|
bool | True if the vcam is currently actively influencing the state of this vcam |
IsLiveInBlend(ICinemachineCamera)
Checks if the CinemachineCamera is live as part of an outgoing blend.
Does not check whether the CinemachineCamera is also the current active CinemachineCamera.
Declaration
public bool IsLiveInBlend(ICinemachineCamera cam)
Parameters
Type | Name | Description |
---|---|---|
ICinemachine |
cam | The CinemachineCamera to check. |
Returns
Type | Description |
---|---|
bool | True if the CinemachineCamera is part of a live outgoing blend, false otherwise. |
IsValidChannel(CinemachineVirtualCameraBase)
Returns true if the CinemachineCamera is on a channel that is handled by this CinemachineBrain.
Declaration
public bool IsValidChannel(CinemachineVirtualCameraBase vcam)
Parameters
Type | Name | Description |
---|---|---|
Cinemachine |
vcam | The CinemachineCamera to check. |
Returns
Type | Description |
---|---|
bool | True if the CinemachineCamera is on a channel that is handled by this Brain. |
ManualUpdate()
Call this method explicitly from an external script to update the CinemachineCameras and position the main camera, if the UpdateMode is set to ManualUpdate. For other update modes, this method is called automatically, and should not be called from elsewhere.
Declaration
public void ManualUpdate()
OnCameraActivated(ActivationEventParams)
Notification that this camera is being activated. This is sent to the newly activated camera.
Multiple camera may be active simultaneously for a while, if blending.
evt.IncomingCamera will always be "this".
Declaration
public void OnCameraActivated(ICinemachineCamera.ActivationEventParams evt)
Parameters
Type | Name | Description |
---|---|---|
ICinemachine |
evt | Context for the camera activation. |
ReleaseCameraOverride(int)
See SetCameraOverride. Call ReleaseCameraOverride after all overriding is finished, to free the OverrideStack resources.
Declaration
public void ReleaseCameraOverride(int overrideId)
Parameters
Type | Name | Description |
---|---|---|
int | overrideId | The ID to released. This is the value that was returned by SetCameraOverride |
ResetState()
Call this to reset the current active camera, causing the brain to choose a new one without blending. It is useful, for example, when you want to restart a game level.
Declaration
public void ResetState()
SetCameraOverride(int, int, ICinemachineCamera, ICinemachineCamera, float, float)
Override the current camera and current blend. This setting will trump any in-game logic that sets virtual camera priorities and Enabled states. This is the main API for the timeline.
Declaration
public int SetCameraOverride(int overrideId, int priority, ICinemachineCamera camA, ICinemachineCamera camB, float weightB, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
int | overrideId | Id to represent a specific client. An internal stack is maintained, with the most recent non-empty override taking precedence. This id must be > 0. If you pass -1, a new id will be created, and returned. Use that id for subsequent calls. Don't forget to call ReleaseCameraOverride after all overriding is finished, to free the OverrideStack resources. |
int | priority | The priority to assign to the override. Higher priorities take precedence over lower ones. This is not connected to the Priority field in the individual CinemachineCameras, but the function is analogous. |
ICinemachine |
camA | The camera to set, corresponding to weight=0. |
ICinemachine |
camB | The camera to set, corresponding to weight=1. |
float | weightB | The blend weight. 0=camA, 1=camB. |
float | deltaTime | Override for deltaTime. Should be Time.FixedDelta for time-based calculations to be included, -1 otherwise. |
Returns
Type | Description |
---|---|
int | The override ID. Don't forget to call ReleaseCameraOverride after all overriding is finished, to free the OverrideStack resources. |
TopCameraFromPriorityQueue()
Chooses the default active CinemachineCamera in the case there is no camera override.
Declaration
protected virtual ICinemachineCamera TopCameraFromPriorityQueue()
Returns
Type | Description |
---|---|
ICinemachine |
The highest-priority Enabled ICinemachineCamera that is in my Channel Mask. |
UpdateCameraState(Vector3, float)
Update the camera's state. The implementation must guarantee against multiple calls per frame, and should use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which has protection against multiple calls per frame.
Declaration
public void UpdateCameraState(Vector3 up, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | up | |
float | deltaTime | Delta time for time-based effects (ignore if less than 0) |