Class CinemachineChannelNames
This class contains names for Cinemachine Channels. These work like Unity Layers, you can define and name them, and create masks to filter only the channels you want.
Inherited Members
Object.InstantiateAsync<T>(T)
Object.InstantiateAsync<T>(T, Transform)
Object.InstantiateAsync<T>(T, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, Transform, Vector3, Quaternion)
Object.InstantiateAsync<T>(T, InstantiateParameters)
Object.InstantiateAsync<T>(T, Vector3, Quaternion, InstantiateParameters)
Object.Instantiate<T>(T, InstantiateParameters)
Object.Instantiate<T>(T, Vector3, Quaternion, InstantiateParameters)
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.Editor
Assembly: Unity.Cinemachine.Editor.dll
Syntax
[Serializable]
public class CinemachineChannelNames : ScriptableObject
Fields
ChannelNames
The currently-defined Impulse channel names
Declaration
public string[] ChannelNames
Field Value
Type | Description |
---|---|
string[] |
Properties
Instance
Get the singleton instance of this object. Creates asset if nonexistant
Declaration
public static CinemachineChannelNames Instance { get; }
Property Value
Type | Description |
---|---|
CinemachineChannelNames |
InstanceIfExists
Get the singleton instance of this object, or null if it doesn't exist
Declaration
public static CinemachineChannelNames InstanceIfExists { get; }
Property Value
Type | Description |
---|---|
CinemachineChannelNames |