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2026-01-08 16:50:20 +00:00
# Set up multiple Cinemachine Cameras and transitions
Set up a Cinemachine environment with multiple Cinemachine Cameras and manage [camera control and transitions](concept-camera-control-transitions.md):
* 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](https://docs.unity3d.com/Manual/class-Camera.html) component.
## Add Cinemachine Cameras
1. In the Scene view, [navigate the Scene](https://docs.unity3d.com/Manual/SceneViewNavigation.html) to get the point of view you want to frame with one Cinemachine Camera.
2. In the Unity menu, select **GameObject** > **Cinemachine** > **Cinemachine Camera**.
Unity adds a new GameObject with a [Cinemachine Camera](CinemachineCamera.md) component and a Transform that matches the latest position and orientation of the Scene view camera.
At this point, you can also [verify](setup-cinemachine-environment.md#verify-the-cinemachine-brain-presence) that the Unity Camera includes a [Cinemachine Brain](CinemachineBrain.md) component.
3. Continue to navigate the Scene and create a few additional Cinemachine Cameras the same way but with different positions and rotations.
4. Name the Cinemachine Cameras in a way you can easily identify them in the future.
## Manage transitions between Cinemachine Cameras
1. In the Hierarchy, select your Unity Camera the GameObject that includes the Camera component.
2. In the Inspector, in the [Cinemachine Brain](CinemachineBrain.md) 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
1. Enter [Play mode](https://docs.unity3d.com/Manual/GameView.html).
2. Change the [active status](https://docs.unity3d.com/Manual/class-GameObject.html) 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.
3. Exit Play mode.
## Next steps
Here are potential tasks you might want to do now:
* [Create a Cinemachine Camera with procedural behavior: example for a camera that follows a character](setup-procedural-behavior.md).
* [Manage a choreographed sequence of Cinemachine Camera shots with Timeline](setup-timeline.md).
## Additional resources
* [Preview and author a Cinemachine Camera in first person](preview-and-author-in-first-person.md)