ICinemachineCamera Interface

Cinemachine

ICinemachineCamera Interface

An abstract representation of a virtual camera which lives within the Unity scene

Namespace:  Cinemachine
Assembly:  Cinemachine (in Cinemachine.dll) Version: 2.0.0.0 (2.0.0.0)
Syntax
public interface ICinemachineCamera
Cinemachine.ICinemachineCamera = function();
Cinemachine.ICinemachineCamera.createInterface('Cinemachine.ICinemachineCamera');

The ICinemachineCamera type exposes the following members.

Properties
  NameDescription
Public propertyDescription
Gets a brief debug description of this virtual camera, for use when displayiong debug info
Public propertyFollow
The thing the camera wants to follow (moving camera). May be null.
Public propertyLiveChildOrSelf
For cameras that implement child cameras, return the live child, otherwise, just returns self.
Public propertyLookAt
The thing the camera wants to look at (aim). May be null.
Public propertyName
Gets the name of this virtual camera. For use when deciding how to blend to or from this camera
Public propertyParentCamera
For cameras that implement child cameras, returns the parent vcam, otherwise null.
Public propertyPriority
Gets the priority of this ICinemachineCamera. The virtual camera will be inserted into the global priority stack based on this value.
Public propertyState
Camera state at the current time.
Public propertyVirtualCameraGameObject
Gets the virtual camera game attached to this class.
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Methods
  NameDescription
Public methodIsLiveChild
Check whether the vcam is a live child of this camera.
Public methodOnTransitionFromCamera
Notification that a new camera is being activated. This is sent to the currently active camera. Both may be active simultaneously for a while, if blending.
Public methodPreUpdateChildCameras
This is called prior to the updating of the vcam's child cameras, in order to allow the parent to prepare its children. If the children are updating on FixedUpdate, then this will not necessarily be called prior to every FixedUpdate, but it might be called on LateUpdate instead.
Public methodUpdateCameraState
Updates this Cinemachine Camera. For an active camera this should be called once and only once each frame. To guarantee this, you should never call this method directly. Always use CinemachineCore.UpdateVirtualCamera(ICinemachineCamera, float), which has protection against multiple calls per frame.
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See Also