Interface ICinemachineCamera
An abstract representation of a virtual camera which lives within the Unity scene
Namespace: Cinemachine
Assembly: solution.dll
Syntax
public interface ICinemachineCamera
Properties
Name | Description |
---|---|
Description | Gets a brief debug description of this virtual camera, for use when displayiong debug info |
Follow | The thing the camera wants to follow (moving camera). May be null. |
IsValid | Will return false if this references a deleted object |
LookAt | The thing the camera wants to look at (aim). May be null. |
Name | Gets the name of this virtual camera. For use when deciding how to blend to or from this camera |
ParentCamera | For cameras that implement child cameras, returns the parent vcam, otherwise null. |
Priority | Gets the priority of this |
State | Camera state at the current time. |
VirtualCameraGameObject | Gets the virtual camera game attached to this class. |
Methods
Name | Description |
---|---|
InternalUpdateCameraState(Vector3, float) | Updates this Cinemachine Camera. For an active camera this should be called once and only once each frame. To guarantee this, you should never call this method directly. Always use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, float), which has protection against multiple calls per frame. |
IsLiveChild(ICinemachineCamera, bool) | Check whether the vcam is a live child of this camera. |
OnTargetObjectWarped(Transform, Vector3) | This is called to notify the component that a target got warped, so that the component can update its internal state to make the camera also warp seamlessy. Base class implementation does nothing. |
OnTransitionFromCamera(ICinemachineCamera, Vector3, float) | Notification that a new camera is being activated. This is sent to the currently active camera. Both may be active simultaneously for a while, if blending. |
UpdateCameraState(Vector3, float) | Update the camera's state. The implementation must guarantee against multiple calls per frame, and should use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, Vector3, mfloat), which has protection against multiple calls per frame. |