2.6 KiB
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
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In the Scene view, navigate the Scene to get the point of view you want to frame with one Cinemachine Camera.
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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.
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Continue to navigate the Scene and create a few additional Cinemachine Cameras the same way but with different positions and rotations.
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Name the Cinemachine Cameras in a way you can easily identify them in the future.
Manage transitions between Cinemachine Cameras
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In the Hierarchy, select your Unity Camera – the GameObject that includes the Camera component.
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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
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Enter Play mode.
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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.
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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.
- Manage a choreographed sequence of Cinemachine Camera shots with Timeline.