What problem does it solve?
Cinemachine camera setups solve the problem of building smooth, controllable camera motion in Unity without manually coding complex follow/aim/blend logic.
Core Features & Use Cases
- Virtual camera orchestration: use virtual cameras with priorities so the CinemachineBrain auto-blends to the right view.
- Follow, aim, and cinematic framing: configure Body (Transposer/Framing Transposer/Orbital/Tracked Dolly) and Aim (Composer/Group Composer/POV/Hard Look At) for consistent target framing.
- Gameplay polish tools: apply blending rules, add confiner bounds to keep the camera inside rooms, and trigger screen shake (Impulses) plus noise profiles for handheld feel.
- State-driven control patterns: switch camera modes via animation states (State-Driven Camera) or priority changes and responder systems (code-driven switching).
- Practical scenarios: 2D platformer camera confinement and dead/soft zones, 3D third-person FreeLook orbit cameras, and over-shoulder combat/idle/run/dialogue transitions.
Quick Start
Set up a Main Camera with a CinemachineBrain, then create virtual cameras for your Idle/Combat modes and switch between them by adjusting their priorities.