Setting up Virtual Cameras

addam davis
3 min readJan 30, 2023

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Objective: Add virtual Cameras into your scenes!

After you have added Cinemachine into your project it’s time to start adding cameras to your scene. Cinemachine allows you to create Virtual Cameras.

Virtual Cameras are not real cameras. They are place holder cameras that your main camera adheres to and follows.

We can begin creating Virtual Cameras by selecting the Cinemachine tab, then selecting “Create Virtual Camera”

You may have notice that the Main Camera had a new icon in the hierarchy.

This icon indicates that the main camera has a Cinemachine brain attached to it. The Cinemachine brain looks for Virtual Cameras.

Selecting you Virtual Camera looking in the inspector you may notice the “Solo” button. If you have multiple Virtual Cameras, you can select one of them and pressing the “Solo” button will force the game view to switch to the selected Virtual Camera.

“Game Window Guides work when you have a target. On the game view it gives you X’s to line up your camera.”

Just below that option is “Save During Play” This allows you to play the editor, make adjustments and those adjustments will stay when you stop the editor.

Priority determines the default camera. The higher the value determines the dominate camera.

The Look At is what game object our camera looks at. The Follow is going to be what the camera will follow position wise.

The Lens is your focal length. If you go lower than your camera lens is going to go more telephoto, and if you go wider you can go to the super wide fish lens.

Near clipping plane and Far clipping plane determine where objects are going to start dropping off.

Dutch is the way you pitch your camera.

Transitions are for when you go from one camera to the next.

Extension are created to round out your Cinemachine camera either by offering a container or collider or a cool follow zoom.

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