What problem does it solve?
Provides a single-source, editor-driven way to create, inspect, and configure Unity Cinemachine virtual cameras so teams can build cinematic camera setups, manage follow/look targets, and maintain cross-version compatibility without repetitive manual inspector work.
Core Features & Use Cases
- Create and configure VCams: Create Virtual, Mixing, Clear Shot, and State Driven cameras and set priorities to control active shots.
- Target management: Assign Follow and LookAt targets, create and manage CinemachineTargetGroup members, and set spline dolly paths.
- Pipeline and component control: Toggle Body/Aim/Noise components, set lens and noise parameters, and add or remove extensions.
- Inspector & debug utilities: Deeply inspect vcam fields and brain/blend state to diagnose blends and runtime behavior.
- Compatibility: Handles Cinemachine 2.x and 3.x API differences with guidance on priority and common pitfalls.
Quick Start
Create a new virtual camera named HeroCam, place it in Assets/Settings, set Follow to Player, set LookAt to CameraTarget, and set the lens FOV to 60.