Unity’s Cinemachine: Additional Camera Types

Marcus Cohee
3 min readJun 12, 2022

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Hello all!

Today, I will be going over the different cameras in Cinemachine! These still share several features with the virtual camera, they just add more ease of use!

Free Look Camera:

They are two different instances. Just showing how they look in and out of game.

This camera is close to the orbital body in the virtual camera. This however has three different orbitals: The top, middle, and bottom, and are shown above as the three rings around the character. This is a great way to have the player move around the character without the hassle of using code!

Blended Camera List:

Using two cameras to give a two-point security camera look!

Blended camera list is basically a parent of multiple cameras you want to transition between. I had two cameras in the same location, but facing different directions, then set their blends to hold for 2 seconds on that camera, then transition to the other camera at a speed of 3 seconds at a linear motion, then repeat for the other camera! Easy way to make a security camera or to watch a cutscene from different angles without using code.

State-Driven Camera:

These cameras use the animator to transition between different cameras. Say you have a player character that has several animations, like idle, walk, run, aim, and death, at each of the animation states, you can trigger a different camera. I will go over this later when I make an interactive 3rd person character and will make more sense then.

ClearShot Camera:

When the camera can no longer see the object it is looking at, it will transition to one that can!

ClearShot camera list parents virtual cameras with the extension CinemachineCollider. With that extension, Avoid Obstacles enabled, and the camera looking at an object, the cameras in that list will try to always have a “clear shot” of the said target.

Dolly with Track or Cart:

These cameras are the same as the Tracked Camera Body in the virtual camera. The only thing that is different between them is that the cart can move at a set speed, which could be useful in a 2D game where the player must follow a self-moving screen.

Target Group Camera:

The camera tried to keep all three objects in the field of view

This camera makes a virtual camera and a preassembled empty object with the TargetGroup component added. The virtual camera is already setup to look at the TargetGroup, so all you have to do is add the targets to the TargetGroup and the camera will try to keep them in focus!

2D Camera:

This camera is used in the 2D world. It has all the same components as a virtual camera but works best in a 2D environment by locking the rotation.

That was all the different cameras that come with Cinemachine. Lots of options to work with here!

Next up, I will use the State-Driven camera above to make a 3rd person character!

Thank you for your time!

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Marcus Cohee
Marcus Cohee

Written by Marcus Cohee

I am starting Unity and learning the ropes as I go! Let’s take this journey together!

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