Set up multiple Cinemachine Cameras and transitions
Set up a Cinemachine environment with multiple Cinemachine Cameras and manage camera control and transitions:
- Create multiple Cinemachine Cameras with different properties,
- Manage Cinemachine Camera transitions in the Cinemachine Brain, and
- Test the Live camera activation mechanism and transitions in Play mode.
Note
Your Scene must include only one Unity Camera – a GameObject with a Camera component.
Add Cinemachine Cameras
In the Scene view, navigate the Scene to get the point of view you want to frame with one Cinemachine Camera.
In the Unity menu, select GameObject > Cinemachine > Cinemachine Camera.
Unity adds a new GameObject with a Cinemachine Camera component and a Transform that matches the latest position and orientation of the Scene view camera.
At this point, you can also verify that the Unity Camera includes a Cinemachine Brain component.
Continue to navigate the Scene and create a few additional Cinemachine Cameras the same way but with different positions and rotations.
Name the Cinemachine Cameras in a way you can easily identify them in the future.
Manage transitions between Cinemachine Cameras
In the Hierarchy, select your Unity Camera – the GameObject that includes the Camera component.
In the Inspector, in the Cinemachine Brain component:
- Select a Default Blend to use between all Cinemachine Cameras, OR
- Create and target an asset that defines Custom Blends to use between specific pairs of Cinemachine Cameras.
Test the transitions in Play mode
Enter Play mode.
Change the active status of each Cinemachine Camera GameObject in turn to see how they blend between each other according to the way you've set up the Cinemachine Brain.
Exit Play mode.
Next steps
Here are potential tasks you might want to do now: