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
Name | Description | |
---|---|---|
Description |
Gets a brief debug description of this virtual camera, for use when displayiong debug info
| |
Follow |
The thing the camera wants to follow (moving camera). May be null.
| |
LiveChildOrSelf | For cameras that implement child cameras, return the live child,
otherwise, just returns self. | |
LookAt |
The thing the camera wants to look at (aim). May be null.
| |
Name |
Gets the name of this virtual camera. For use when deciding how to blend
to or from this camera
| |
ParentCamera |
For cameras that implement child cameras, returns the parent vcam, otherwise null.
| |
Priority |
Gets the priority of this ICinemachineCamera. The virtual camera
will be inserted into the global priority stack based on this value.
| |
State |
Camera state at the current time.
| |
VirtualCameraGameObject |
Gets the virtual camera game attached to this class.
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Methods
Name | Description | |
---|---|---|
IsLiveChild | Check whether the vcam is a live child of this camera. | |
OnTransitionFromCamera |
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.
| |
PreUpdateChildCameras |
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.
| |
UpdateCameraState |
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