Cinemachine Sequencer Camera
The Cinemachine Sequencer Camera component executes a sequence of blends or cuts among its child CinemachineCameras.
When the Sequencer camera is activated, it executes its list of instructions, activating the first child CinemachineCamera in the list, holding for a designated time, then cutting or blending to the next child, and so on. The Sequencer camera holds the last CinemachineCamera until Cinemachine Brain or Timeline deactivates the Sequencer camera. If the Loop flag is enabled, the Sequencer will go back to the first camera in the list and continue the sequence.
Tip: Use a Sequencer Camera instead of Timeline for simple, automatic sequences that can be used in the place of ordinary CinemachineCameras.
Properties:
Property: | Function: | |
---|---|---|
Solo | Toggles whether or not the CinemachineCamera is temporarily live. Use this property to get immediate visual feedback in the Game view to adjust the CinemachineCamera. | |
Game View Guides | Toggles the visibility of compositional guides in the Game view. These guides are available when Tracking Target specifies a GameObject and the CinemachineCamera has a screen-composition behaviour, such as Position Composer or Rotation Composer. This setting is shared by all CinemachineCameras. | |
Save During Play | Check to apply the changes while in Play mode. Use this feature to fine-tune a CinemachineCamera without having to remember which properties to copy and paste. This setting is shared by all CinemachineCameras. | |
Custom Output | This setting controls how the output of this CinemachineCamera is used by the CinemachineBrain. Enable this to use Priorities or custom CM output channels. | |
Channel | This controls which CinemachineBrain will be driven by this camera. It is needed when there are multiple CinemachineBrains in the scene (for example, when implementing split-screen). | |
Priority | This is used to control which of several active CinemachineCameras should be live, when not controlled by Timeline. By default, priority is 0. Use this to specify a custom priority value. A higher value indicates a higher priority. Negative values are also allowed. Cinemachine Brain chooses the next live CinemachineCamera from all CinemachineCameras that are activated and have the same or higher priority as the current live CinemachineCamera. This property has no effect when using a CinemachineCamera with Timeline. | |
Standby Update | Controls how often the Cinemachine Camera is updated when the Cinemachine Camera is not Live. Use this property to tune for performance. | |
Never | Only update if the Cinemachine Camera is Live. Don't set this value if you're using the Cinemachine Camera in shot evaluation context. | |
Always | Update the Cinemachine Camera every frame, even when it is not Live. | |
Round Robin | Update the Cinemachine Camera occasionally, at a frequency that depends on how many other Cinemachine Cameras are in Standby. | |
Default Target | If enabled, this target will be used as fallback if child CinemachineCameras don't specify a Tracking Target of their own | |
Show Debug Text | If enabled, current state information will be displayed in the Game View | |
Loop | When enabled, the child CinemachineCameras will cycle indefintely instead of stopping on the last CinemachineCamera in the list. | |
Instructions | The set of instructions specifying the child cameras in the sequence. |