Class 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.
Inheritance
CinemachineExternalCamera
Implements
Inherited Members
Component.GetComponentIndex()
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.Instantiate(Object, Scene)
Object.FindObjectsByType<T>(FindObjectsSortMode)
Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)
Object.FindFirstObjectByType<T>()
Object.FindAnyObjectByType<T>()
Object.FindFirstObjectByType<T>(FindObjectsInactive)
Object.FindAnyObjectByType<T>(FindObjectsInactive)
Namespace: Unity.Cinemachine
Assembly: Unity.Cinemachine.dll
Syntax
[RequireComponent(typeof(Camera))]
[DisallowMultipleComponent]
[AddComponentMenu("Cinemachine/Cinemachine External Camera")]
[ExecuteAlways]
[HelpURL("https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineExternalCamera.html")]
public class CinemachineExternalCamera : CinemachineVirtualCameraBase, ICinemachineCamera
Fields
BlendHint
Hint for transitioning to and from this CinemachineCamera. Hints can be combined, although not all combinations make sense. In the case of conflicting hints, Cinemachine will make an arbitrary choice.
Declaration
[Tooltip("Hint for transitioning to and from this CinemachineCamera. Hints can be combined, although not all combinations make sense. In the case of conflicting hints, Cinemachine will make an arbitrary choice.")]
[FormerlySerializedAs("m_PositionBlending")]
[FormerlySerializedAs("m_BlendHint")]
public CinemachineCore.BlendHints BlendHint
Field Value
Type | Description |
---|---|
CinemachineCore.BlendHints |
LookAtTarget
The object that the camera is looking at. Setting this may improve the quality of the blends to and from this camera
Declaration
[Tooltip("The object that the camera is looking at. Setting this may improve the quality of the blends to and from this camera")]
[FormerlySerializedAs("m_LookAt")]
public Transform LookAtTarget
Field Value
Type | Description |
---|---|
Transform |
Properties
Follow
This vcam defines no targets
Declaration
[HideInInspector]
public override Transform Follow { get; set; }
Property Value
Type | Description |
---|---|
Transform |
Overrides
LookAt
The object that the camera is looking at
Declaration
public override Transform LookAt { get; set; }
Property Value
Type | Description |
---|---|
Transform |
Overrides
State
Get the CameraState, as we are able to construct one from the Unity Camera
Declaration
public override CameraState State { get; }
Property Value
Type | Description |
---|---|
CameraState |
Overrides
Methods
InternalUpdateCameraState(Vector3, float)
Internal use only. Do not call this method
Declaration
public override void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
Vector3 | worldUp | Effective world up |
float | deltaTime | Effective deltaTime |