Method SetCameraOverride
SetCameraOverride(int, ICinemachineCamera, ICinemachineCamera, float, float)
This API is specifically for Timeline. Do not use it. Override the current camera and current blend. This setting will trump any in-game logic that sets virtual camera priorities and Enabled states. This is the main API for the timeline.
Declaration
public int SetCameraOverride(int overrideId, ICinemachineCamera camA, ICinemachineCamera camB, float weightB, float deltaTime)
Parameters
Type | Name | Description |
---|---|---|
int | overrideId | Id to represent a specific client. An internal stack is maintained, with the most recent non-empty override taking precenence. This id must be > 0. If you pass -1, a new id will be created, and returned. Use that id for subsequent calls. Don't forget to call ReleaseCameraOverride after all overriding is finished, to free the OverideStack resources. |
ICinemachineCamera | camA | The camera to set, corresponding to weight=0 |
ICinemachineCamera | camB | The camera to set, corresponding to weight=1 |
float | weightB | The blend weight. 0=camA, 1=camB |
float | deltaTime | override for deltaTime. Should be Time.FixedDelta for time-based calculations to be included, -1 otherwise |
Returns
Type | Description |
---|---|
int | The oiverride ID. Don't forget to call ReleaseCameraOverride after all overriding is finished, to free the OverideStack resources. |