Cinemachine
CinemachineBrain Fields |
The CinemachineBrain type exposes the following members.
Fields
Name | Description | |
---|---|---|
m_CameraActivatedEvent | This event will fire whenever a virtual camera goes live. If a blend is involved,
then the event will fire on the first frame of the blend | |
m_CameraCutEvent | This event will fire whenever a virtual camera goes live and there is no blend | |
m_CustomBlends |
This is the asset which contains custom settings for specific blends.
| |
m_DefaultBlend |
The blend which is used if you don't explicitly define a blend between two Virtual Cameras.
| |
m_IgnoreTimeScale |
When enabled, the cameras will always respond in real-time to user input and damping,
even if the game is running in slow motion
| |
m_ShowCameraFrustum |
When enabled, shows the camera's frustum in the scene view.
| |
m_ShowDebugText |
When enabled, the current camera and blend will be indicated in the game window, for debugging.
| |
m_UpdateMethod | Depending on how the target objects are animated, adjust the update method to
minimize the potential jitter. Use FixedUpdate if all your targets are animated with for RigidBody animation.
SmartUpdate will choose the best method for each virtual camera, depending
on how the target is animated. | |
m_WorldUpOverride |
If set, this object's Y axis will define the worldspace Up vector for all the
virtual cameras. This is useful in top-down game environments. If not set, Up is worldspace Y.
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See Also