What problem does it solve?
Cinemachine configuration and runtime camera control in Unity involve many manual steps across different versions and components, which slows down scene setup and iteration for cinematics and gameplay cameras.
Core Features & Use Cases
- Create and configure virtual cameras: Programmatically create VCams, Mixing, Clear Shot, and State Driven cameras and set their hierarchy and priorities.
- Targeting and rig control: Assign Follow and LookAt targets, manage TargetGroups, set spline dollies, and configure freelook or orbital rigs.
- Pipeline and lens management: Modify pipeline components (Body/Aim/Noise), adjust lens settings, generate impulse events, and list available component types for automation.
- Use Case: Automate the creation of a cinematic camera rig that follows the player, applies a dolly spline, and tweaks lens and noise settings to produce consistent cutscene shots across Cinemachine 2.x and 3.x.
Quick Start
Create a new virtual camera named HeroCam, set its follow target to Player, and configure its lens to a 60 degrees field of view.