Cinemachine¶
The Cinemachine asset is Unity's official camera system that allows t customize how to frame gameplay similarly to how Game Creator's camera systems do.
Using Cinemachine with Game Creator
In order to use the Cinemachine cameras instead of the Game Creator ones you will need to make sure of the following:
- Game Creator's Main Camera component has a null reference to the active camera shot
- The Cinemachine Brain component is present in the main camera game object.
This way the control of the camera game object will pass onto the Cinemachine Brain component instead of the Main Camera.
If you need to use a Game Creator Camera Shot instead of a Cinemachine Camera you will need to deactivate all those cameras and use the Change Shot to update the main camera's shot.
Instructions¶
Cinemachine does not require almost any programming in order to be used, but this integration package allows to modify certain components for a more fine-grain control over all Cinemachine Cameras:
- Change Cinemachine Priority: Changes the numeric priority value of a camera. Useful when you want to transition to the specified camera.
- Prioritize Cinemachine Camera If multiple Cinemachine Cameras have the same highest priority, this instruction will prioritize the specified one as the new live camera.
- Change Cinemachine Target: Changes the targeted Transform component used for looking at or moving along with the camera.
Events¶
There are also a few events for Triggers that listen to Cinemachine changes to react accordingly:
- On Cinemachine Deactive: Detects when a Cinemachine Camera (or any) becomes inactive
- On Change Cinemachine Cameras: Detects when the Cinemachine Brain changes from one live camera to another one.
- On Transition Finish: Detects when the Cinemachine Brain stops blending between two cameras.