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    Cinemachine Camera Events

    Use the Cinemachine Camera Events component to handle events sent for a specific Cinemachine Camera.

    For more information, refer to Cinemachine Events.

    Properties:

    Property: Function:
    Event Target This is the object whose events are being monitored. If null and the current GameObject has a CinemachineVirtualCameraBase component, that component will be used.
    Camera Activated Event This is called at the beginning of a blend, when a camera becomes live. Parameters are: brain, incoming camera. A cut is considered to be a blend of length zero.
    Camera Deactivated Event This event will fire whenever a Cinemachine Camera stops being live. If a blend is involved, then the event will fire after the last frame of the blend.
    Blend Created Event This event will fire whenever a new Cinemachine blend is created. Handlers can modify the settings of the blend (but not the cameras). Note: BlendCreatedEvents are NOT sent for timeline blends, as those are expected to be controlled 100% by timeline. To modify the blend algorithm for timeline blends, you can install a handler for CinemachineCore.GetCustomBlender.
    Blend Finished Event This event will fire whenever a Cinemachine Camera finishes blending in. It will not fire if the blend length is zero.

    Additional resources

    • Cinemachine Camera Manager Events
    • Cinemachine Brain Events
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