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    Class 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.

    Inheritance
    object
    Object
    Component
    Behaviour
    MonoBehaviour
    CinemachineVirtualCameraBase
    CinemachineCamera
    CinemachineCameraManagerBase
    CinemachineExternalCamera
    CinemachineFreeLook
    CinemachineVirtualCamera
    Implements
    ICinemachineCamera
    Inherited Members
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    Namespace: Unity.Cinemachine
    Assembly: Unity.Cinemachine.dll
    Syntax
    public abstract class CinemachineVirtualCameraBase : MonoBehaviour, ICinemachineCamera

    Fields

    FollowTargetAttachment

    This must be set every frame at the start of the pipeline to relax the virtual camera's attachment to the target. Range is 0...1.
    1 is full attachment, and is the normal state. 0 is no attachment, and virtual camera will behave as if no Follow targets are set.

    Declaration
    [NonSerialized]
    public float FollowTargetAttachment
    Field Value
    Type Description
    float

    LookAtTargetAttachment

    This must be set every frame at the start of the pipeline to relax the virtual camera's attachment to the target. Range is 0...1.
    1 is full attachment, and is the normal state. 0 is no attachment, and virtual camera will behave as if no LookAt targets are set.

    Declaration
    [NonSerialized]
    public float LookAtTargetAttachment
    Field Value
    Type Description
    float

    OutputChannel

    The output channel functions like Unity layers. Use it to filter the output of CinemachineCameras to different CinemachineBrains, for instance in a multi-screen environemnt.

    Declaration
    [Tooltip("The output channel functions like Unity layers.  Use it to filter the output of CinemachineCameras to different CinemachineBrains, for instance in a multi-screen environemnt.")]
    public OutputChannels OutputChannel
    Field Value
    Type Description
    OutputChannels

    Priority

    Priority can be used to control which Cm Camera is live when multiple CM Cameras are active simultaneously. The most-recently-activated CinemachineCamera will take control, unless there is another Cm Camera active with a higher priority. In general, the most-recently-activated highest-priority CinemachineCamera will control the main camera.

    The default priority value is 0. Often it is sufficient to leave the default setting.
    In special cases where you want a CinemachineCamera to have a higher or lower priority value than 0, you can set it here.

    Example of setting priority value directly:

    cam.Priority.Value = 5;

    Example of using the implicit operator to set priority value:

    cam.Priority = 5;
    Declaration
    [Tooltip("Priority can be used to control which Cm Camera is live when multiple CM Cameras are active simultaneously.  The most-recently-activated CinemachineCamera will take control, unless there is another Cm Camera active with a higher priority.  In general, the most-recently-activated highest-priority CinemachineCamera will control the main camera. \n\nThe default priority is value 0.  Often it is sufficient to leave the default setting.  In special cases where you want a CinemachineCamera to have a higher or lower priority value than 0, you can set it here.")]
    [EnabledProperty("Enabled", "(using default)")]
    public PrioritySettings Priority
    Field Value
    Type Description
    PrioritySettings

    StandbyUpdate

    When the virtual camera is not live, this is how often the virtual camera will be updated. Set this to tune for performance. Most of the time Never is fine, unless the virtual camera is doing shot evaluation.

    Declaration
    [Tooltip("When the virtual camera is not live, this is how often the virtual camera will be updated.  Set this to tune for performance. Most of the time Never is fine, unless the virtual camera is doing shot evaluation.")]
    [FormerlySerializedAs("m_StandbyUpdate")]
    public CinemachineVirtualCameraBase.StandbyUpdateMode StandbyUpdate
    Field Value
    Type Description
    CinemachineVirtualCameraBase.StandbyUpdateMode

    Properties

    Description

    Gets a brief debug description of this virtual camera, for use when displaying debug info

    Declaration
    public virtual string Description { get; }
    Property Value
    Type Description
    string

    Follow

    Get the Follow target for the Body component in the Cinemachine pipeline.

    Declaration
    public abstract Transform Follow { get; set; }
    Property Value
    Type Description
    Transform

    FollowTargetAsGroup

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

    Declaration
    public ICinemachineTargetGroup FollowTargetAsGroup { get; }
    Property Value
    Type Description
    ICinemachineTargetGroup

    FollowTargetAsVcam

    Get Follow target as CinemachineVirtualCameraBase, or null if target is not a CinemachineVirtualCameraBase

    Declaration
    public CinemachineVirtualCameraBase FollowTargetAsVcam { get; }
    Property Value
    Type Description
    CinemachineVirtualCameraBase

    FollowTargetChanged

    This property is true if the Follow target was changed this frame.

    Declaration
    public bool FollowTargetChanged { get; }
    Property Value
    Type Description
    bool

    IsDprecated

    Helper for upgrading from CM2

    Declaration
    protected virtual bool IsDprecated { get; }
    Property Value
    Type Description
    bool

    IsLive

    Returns true if this camera is currently live for some CinemachineBrain.

    Declaration
    public bool IsLive { get; }
    Property Value
    Type Description
    bool

    IsValid

    Returns false if the object has been deleted

    Declaration
    public bool IsValid { get; }
    Property Value
    Type Description
    bool

    LookAt

    Get the LookAt target for the Aim component in the Cinemachine pipeline.

    Declaration
    public abstract Transform LookAt { get; set; }
    Property Value
    Type Description
    Transform

    LookAtTargetAsGroup

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

    Declaration
    public ICinemachineTargetGroup LookAtTargetAsGroup { get; }
    Property Value
    Type Description
    ICinemachineTargetGroup

    LookAtTargetAsVcam

    Get LookAt target as CinemachineVirtualCameraBase, or null if target is not a CinemachineVirtualCameraBase

    Declaration
    public CinemachineVirtualCameraBase LookAtTargetAsVcam { get; }
    Property Value
    Type Description
    CinemachineVirtualCameraBase

    LookAtTargetChanged

    This property is true if the LookAtTarget was changed this frame.

    Declaration
    public bool LookAtTargetChanged { get; }
    Property Value
    Type Description
    bool

    Name

    Get the name of the Virtual Camera. Base implementation returns a cache of the owner GameObject's name.

    Declaration
    public string Name { get; }
    Property Value
    Type Description
    string

    ParentCamera

    Support for meta-virtual-cameras. This is the situation where a virtual camera is in fact the public face of a private army of virtual cameras, which it manages on its own. This method gets the VirtualCamera owner, if any. Private armies are implemented as Transform children of the parent vcam.

    Declaration
    public ICinemachineMixer ParentCamera { get; }
    Property Value
    Type Description
    ICinemachineMixer

    PreviousStateIsValid

    Set this to force the next update to ignore state from the previous frame.
    This is useful, for example, if you want to cancel damping or other time-based processing.

    Declaration
    public virtual bool PreviousStateIsValid { get; set; }
    Property Value
    Type Description
    bool

    State

    The CameraState object holds all of the information necessary to position the Unity camera. It is the output of this class.

    Declaration
    public abstract CameraState State { get; }
    Property Value
    Type Description
    CameraState

    Methods

    CancelDamping(bool)

    Temporarily cancel damping for this frame. The camera will sanp to its target position when it is updated.

    Declaration
    public void CancelDamping(bool updateNow = false)
    Parameters
    Type Name Description
    bool updateNow

    If true, snap the camera to its target immediately, otherwise wait until the end of the frame when cameras are normally updated.

    DetachedFollowTargetDamp(float, float, float)

    Get a damped version of a quantity. This is the portion of the quantity that will take effect over the given time. This method takes the target attachment into account. For general damping without consideration of target attachment, use Damper.Damp()

    Declaration
    public float DetachedFollowTargetDamp(float initial, float dampTime, float deltaTime)
    Parameters
    Type Name Description
    float initial

    The amount that will be damped

    float dampTime

    The rate of damping. This is the time it would take to reduce the original amount to a negligible percentage

    float deltaTime

    The time over which to damp

    Returns
    Type Description
    float

    The damped amount. This will be the original amount scaled by a value between 0 and 1.

    DetachedFollowTargetDamp(Vector3, float, float)

    Get a damped version of a quantity. This is the portion of the quantity that will take effect over the given time. This method takes the target attachment into account. For general damping without consideration of target attachment, use Damper.Damp()

    Declaration
    public Vector3 DetachedFollowTargetDamp(Vector3 initial, float dampTime, float deltaTime)
    Parameters
    Type Name Description
    Vector3 initial

    The amount that will be damped

    float dampTime

    The rate of damping. This is the time it would take to reduce the original amount to a negligible percentage

    float deltaTime

    The time over which to damp

    Returns
    Type Description
    Vector3

    The damped amount. This will be the original amount scaled by a value between 0 and 1.

    DetachedFollowTargetDamp(Vector3, Vector3, float)

    Get a damped version of a quantity. This is the portion of the quantity that will take effect over the given time. This method takes the target attachment into account. For general damping without consideration of target attachment, use Damper.Damp()

    Declaration
    public Vector3 DetachedFollowTargetDamp(Vector3 initial, Vector3 dampTime, float deltaTime)
    Parameters
    Type Name Description
    Vector3 initial

    The amount that will be damped

    Vector3 dampTime

    The rate of damping. This is the time it would take to reduce the original amount to a negligible percentage

    float deltaTime

    The time over which to damp

    Returns
    Type Description
    Vector3

    The damped amount. This will be the original amount scaled by a value between 0 and 1.

    DetachedLookAtTargetDamp(float, float, float)

    Get a damped version of a quantity. This is the portion of the quantity that will take effect over the given time. This method takes the target attachment into account. For general damping without consideration of target attachment, use Damper.Damp()

    Declaration
    public float DetachedLookAtTargetDamp(float initial, float dampTime, float deltaTime)
    Parameters
    Type Name Description
    float initial

    The amount that will be damped

    float dampTime

    The rate of damping. This is the time it would take to reduce the original amount to a negligible percentage

    float deltaTime

    The time over which to damp

    Returns
    Type Description
    float

    The damped amount. This will be the original amount scaled by a value between 0 and 1.

    DetachedLookAtTargetDamp(Vector3, float, float)

    Get a damped version of a quantity. This is the portion of the quantity that will take effect over the given time. This method takes the target attachment into account. For general damping without consideration of target attachment, use Damper.Damp()

    Declaration
    public Vector3 DetachedLookAtTargetDamp(Vector3 initial, float dampTime, float deltaTime)
    Parameters
    Type Name Description
    Vector3 initial

    The amount that will be damped

    float dampTime

    The rate of damping. This is the time it would take to reduce the original amount to a negligible percentage

    float deltaTime

    The time over which to damp

    Returns
    Type Description
    Vector3

    The damped amount. This will be the original amount scaled by a value between 0 and 1.

    DetachedLookAtTargetDamp(Vector3, Vector3, float)

    Get a damped version of a quantity. This is the portion of the quantity that will take effect over the given time. This method takes the target attachment into account. For general damping without consideration of target attachment, use Damper.Damp()

    Declaration
    public Vector3 DetachedLookAtTargetDamp(Vector3 initial, Vector3 dampTime, float deltaTime)
    Parameters
    Type Name Description
    Vector3 initial

    The amount that will be damped

    Vector3 dampTime

    The rate of damping. This is the time it would take to reduce the original amount to a negligible percentage

    float deltaTime

    The time over which to damp

    Returns
    Type Description
    Vector3

    The damped amount. This will be the original amount scaled by a value between 0 and 1.

    ForceCameraPosition(Vector3, Quaternion)

    Force the virtual camera to assume a given position and orientation

    Declaration
    public virtual void ForceCameraPosition(Vector3 pos, Quaternion rot)
    Parameters
    Type Name Description
    Vector3 pos

    World-space position to take

    Quaternion rot

    World-space orientation to take

    GetCinemachineComponent(Stage)

    Get the component set for a specific stage in the pipeline.

    Declaration
    public virtual CinemachineComponentBase GetCinemachineComponent(CinemachineCore.Stage stage)
    Parameters
    Type Name Description
    CinemachineCore.Stage stage

    The stage for which we want the component

    Returns
    Type Description
    CinemachineComponentBase

    The Cinemachine component for that stage, or null if not present.

    GetMaxDampTime()

    Query components and extensions for the maximum damping time. Base class implementation queries extensions. Only used in editor for timeline scrubbing.

    Declaration
    public virtual float GetMaxDampTime()
    Returns
    Type Description
    float

    Highest damping setting in this vcam

    InternalUpdateCameraState(Vector3, float)

    Internal use only.
    Called by CinemachineCore at designated update time so the vcam can position itself and track its targets. Do not call this method. Let the framework do it at the appropriate time

    Declaration
    public abstract void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
    Parameters
    Type Name Description
    Vector3 worldUp

    Default world Up, set by the CinemachineBrain

    float deltaTime

    Delta time for time-based effects (ignore if less than 0)

    InvokeOnTransitionInExtensions(ICinemachineCamera, Vector3, float)

    Invokes the OnTransitionFromCamera for all extensions on this camera

    Declaration
    protected bool InvokeOnTransitionInExtensions(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
    Parameters
    Type Name Description
    ICinemachineCamera fromCam

    The camera being deactivated. May be null.

    Vector3 worldUp

    Default world Up, set by the CinemachineBrain

    float deltaTime

    Delta time for time-based effects (ignore if less than or equal to 0)

    Returns
    Type Description
    bool

    True to request a vcam update of internal state

    InvokePostPipelineStageCallback(CinemachineVirtualCameraBase, Stage, ref CameraState, float)

    Invokes the PostPipelineStageDelegate for this camera, and up the hierarchy for all parent cameras (if any). Implementation must be sure to call this after each pipeline stage, to allow other services to hook into the pipeline. See CinemachineCore.Stage.

    Declaration
    protected void InvokePostPipelineStageCallback(CinemachineVirtualCameraBase vcam, CinemachineCore.Stage stage, ref CameraState newState, float deltaTime)
    Parameters
    Type Name Description
    CinemachineVirtualCameraBase vcam

    The virtual camera being processed

    CinemachineCore.Stage stage

    The current pipeline stage

    CameraState newState

    The current virtual camera state

    float deltaTime

    The current applicable deltaTime

    InvokePrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase, ref CameraState, float)

    Invokes the PrePipelineMutateCameraStateCallback for this camera, and up the hierarchy for all parent cameras (if any). Implementation must be sure to call this after each pipeline stage, to allow other services to hook into the pipeline. See CinemachineCore.Stage.

    Declaration
    protected void InvokePrePipelineMutateCameraStateCallback(CinemachineVirtualCameraBase vcam, ref CameraState newState, float deltaTime)
    Parameters
    Type Name Description
    CinemachineVirtualCameraBase vcam

    The virtual camera being processed

    CameraState newState

    The current virtual camera state

    float deltaTime

    The current applicable deltaTime

    IsParticipatingInBlend()

    Check to see whether this camera is currently participating in a blend within its parent manager or in a CinemacineBrain

    Declaration
    public bool IsParticipatingInBlend()
    Returns
    Type Description
    bool

    True if the camera is participating in a blend

    MoveToTopOfPrioritySubqueue()

    When multiple virtual cameras have the highest priority, there is sometimes the need to push one to the top, making it the current Live camera if it shares the highest priority in the queue with its peers.

     This happens automatically when a
     new vcam is enabled: the most recent one goes to the top of the priority sub-queue.
     Use this method to push a vcam to the top of its priority peers.
     If it and its peers share the highest priority, then this vcam will become Live.
    
    Declaration
    [Obsolete("Please use Prioritize()")]
    public void MoveToTopOfPrioritySubqueue()

    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 virtual void OnCameraActivated(ICinemachineCamera.ActivationEventParams evt)
    Parameters
    Type Name Description
    ICinemachineCamera.ActivationEventParams evt

    Context for the camera activation.

    OnDestroy()

    Maintains the global vcam registry. Always call the base class implementation.

    Declaration
    protected virtual void OnDestroy()

    OnDisable()

    Base class implementation makes sure the priority queue remains up-to-date.

    Declaration
    protected virtual void OnDisable()

    OnEnable()

    Base class implementation adds the virtual camera from the priority queue.

    Declaration
    protected virtual void OnEnable()

    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.

    Declaration
    public virtual void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
    Parameters
    Type Name Description
    Transform target

    The object that was warped

    Vector3 positionDelta

    The amount the target's position changed

    OnTransformParentChanged()

    Base class implementation makes sure the priority queue remains up-to-date.

    Declaration
    protected virtual void OnTransformParentChanged()

    OnTransitionFromCamera(ICinemachineCamera, Vector3, float)

    Notification that this virtual camera is going live. Base class implementation must be called by any overridden method.

    Declaration
    public virtual void OnTransitionFromCamera(ICinemachineCamera fromCam, Vector3 worldUp, float deltaTime)
    Parameters
    Type Name Description
    ICinemachineCamera fromCam

    The camera being deactivated. May be null.

    Vector3 worldUp

    Default world Up, set by the CinemachineBrain

    float deltaTime

    Delta time for time-based effects (ignore if less than or equal to 0)

    PerformLegacyUpgrade(int)

    Override this to handle any upgrades necessitated by a streaming version change. Note that since this method is not called from the main thread, there are many things it cannot do, including checking a unity object for null.

    Declaration
    protected virtual void PerformLegacyUpgrade(int streamedVersion)
    Parameters
    Type Name Description
    int streamedVersion

    The version that was streamed

    Prioritize()

    When multiple Cm Cameras have the highest priority, there is sometimes the need to push one to the top, making it the current Live camera if it shares the highest priority in the queue with its peers.

     This happens automatically when a
     new CinemachineCamera is enabled: the most recent one goes to the top of the priority sub-queue.
     Use this method to push a camera to the top of its priority peers.
     If it and its peers share the highest priority, then this vcam will become Live.
    
    Declaration
    public void Prioritize()

    PullStateFromVirtualCamera(Vector3, ref LensSettings)

    Create a camera state based on the current transform of this vcam

    Declaration
    protected CameraState PullStateFromVirtualCamera(Vector3 worldUp, ref LensSettings lens)
    Parameters
    Type Name Description
    Vector3 worldUp

    Current World Up direction, as provided by the brain

    LensSettings lens

    Lens settings to serve as base, will be combined with lens from brain, if any

    Returns
    Type Description
    CameraState

    ResolveFollow(Transform)

    Returns this vcam's Follow target, or if that is null, will retrun the parent vcam's Follow target.

    Declaration
    public Transform ResolveFollow(Transform localFollow)
    Parameters
    Type Name Description
    Transform localFollow

    This vcam's Follow value.

    Returns
    Type Description
    Transform

    The same value, or the parent's if null and a parent exists.

    ResolveLookAt(Transform)

    Returns this vcam's LookAt target, or if that is null, will return the parent vcam's LookAt target.

    Declaration
    public Transform ResolveLookAt(Transform localLookAt)
    Parameters
    Type Name Description
    Transform localLookAt

    This vcam's LookAt value.

    Returns
    Type Description
    Transform

    The same value, or the parent's if null and a parent exists.

    Start()

    Derived classes should call base class implementation.

    Declaration
    protected virtual void Start()

    Update()

    Base class implementation makes sure the priority queue remains up-to-date.

    Declaration
    protected virtual void Update()

    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 worldUp, float deltaTime)
    Parameters
    Type Name Description
    Vector3 worldUp

    Default world Up, set by the CinemachineBrain

    float deltaTime

    Delta time for time-based effects (ignore if less than 0)

    UpdateTargetCache()

    Call this from InternalUpdateCameraState() to check for changed targets and update the target cache. This is needed for tracking when a target object changes.

    Declaration
    public void UpdateTargetCache()

    Implements

    ICinemachineCamera

    Extension Methods

    CinemachineInputProviderExtensions.GetInputAxisProvider(CinemachineVirtualCameraBase)
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