Proven AAA camera tools for interactive games, eSports presentation, cinematic cutscenes or any other 3D experience.

Cinemachine is a modular suite of professional camera tools for Unity that provides access to camera control at a AAA game level – for every camera in your project.

Cinemachine’s modular system empowers you to quickly and easily combine elements and build smart rigs for everything and anything, from procedural gameplay cameras to completely fixed, hand-animated cut-scenes.

Frame your action with an adaptive dynamic camera that offers an unrivalled cinematic presentation of gameplay.

The modules are smart, dynamically moving / panning / tracking the camera to film variable actors yet still follow your direction.

Cinemachine saves time, unleashes camera artists and provides solutions to the impossible.   Here’s a few examples:

  • Have your cameras track variable actors.  AI driven vehicles, user controlled characters, physics driven objects – anything – can be shot and well composed in real-time by Cinemachine cameras.
  • Bug-proof your cinematics.  Change an animation, a vehicle speed or terrain height and have your shot still work out and be well composed – even if people change the performance.
  • Attach cameras onto anything, even things which are AI driven.  Have your cameras mountable onto any game object, with rig offsets and per-channel damping controls.
  • Give your game cameras weight and believability in performance.  One of Cinemachine’s core design benchmarks is to emulate real camera-like behaviour.  We have experimented with numerous approaches in the math and underlying structures to yield the most believable camera performances.
  • Avoid the monolithic giant ball of spaghetti code camera which tries to do everything.  Build specific rigs for specific shots/situations/game modes/anything and blend seamlessly between them.
  • Experiment !  No need to write any code to try out that crazy camera idea.
  • Add a completely unified camera system to your project.  Trigger any gameplay or cinematic camera at any moment and have any camera blend/cut to any other camera.  No more cinematics bolted onto the side of your project, glide seamlessly between them.
  • Create easy to use state machine camera setups.   Trigger cameras based on game events and define the cuts and blends quickly and easily
  • Make cutscenes and cinematics of variable events.   Easily setup cinematic sequences of gameplay events.

StaffPickGet Cinemachine on the Unity Asset Store

In-game: Smart procedural camera systems to take your game to the next level

Cinemachine’s procedural tracking and camera movement algorithms allow for incredibly sophisticated controls.

Base Rig is the core Cinemachine module.   It has a number of sub-components:

Composer  Dictates camera the camera direction.  It actually ‘looks’ at the scene and allows for procedural tracking of objects with compositional controls. Frame the subject anywhere on the screen and tell the camera how aggressively to track the subject. Changes to zoom/fov, camera position, subject position or speed will all be handled – the camera will procedurally compose the scene exactly how you define.

Transposer  Dictates the camera position. Transposer moves the camera body relative to another object. It has dampening and offset controls so you can ‘chase cam’ or set a relationship between the camera any any other object. Together with Composer, you can mount the camera to any object and track any other. The possibilities are endless.

Noise  Cinemachine contains a procedural noise system for shakes, rattles, handhelds, speed vibrations or any other imaginable camera jiggle. Each channel of the camera is handled individually and you have as many layers as you’d like. Mix big low frequency noise with some medium and high frequency noise, uniquely, per channel of position and rotation. Also, because it’s an algorithm it’s incredibly light and you’ll never see a loop. This system has been designed and re-designed many times giving you the benefit of years of iteration.

Priority Stack   Every camera has a priority setting which dictates how desirable it is. Cinemachine will blend/cut to any equal or higher priority camera. Set your base camera to be priority 1, a hand-held run camera to be priority 2, your cutscene sequence cameras at priority 3 and your death camera to be priority 4. Simply turn cameras on based on game events and you now have a fully functional unified camera matrix in action. Go from in-game to cinematics and back with ease.

Blender  Defines how one camera will blend into the next. You have a nice curve editor so you can see exactly the shape of the blend transition shape. Create custom blends between any two cameras. Have your walk camera blend to your run camera over 2 seconds yet blend from run back to walk over 4 seconds. You get to specify how any camera cuts or blends into any other camera so you can quickly configure vast camera relationship arrays which work immediately.

The best parts

  • Cinemachine is designed to work in Edit Mode  there’s no need to play the game if you just want to test configurations, compositions or camera placement. It works when the game isn’t even running – track vehicles, a bone in a character skeleton, tune framing composition without having to hit play.
  • All your tunings are saved when in Play Mode – no need to write settings down.  If you tweaked a Cinemachine knob anywhere at any time, it’s saved.
  • You don’t need to program anything – your entire game camera system can be built up with cinemachine assets, on the fly, by camera artists.
  • The possibilities are endless – build each camera up with a custom rig perfectly designed for the demands of that shot.  Blend any two shots together regardless of the camera rig.
  • Ready for script integration – Robust API for integrating with third party tools and your own scripts when you need something more.

Cinematics: Unleash an army of smart camera operator robots which follow your direction

Just because it’s a canned cutscene doesn’t mean that some computer-vision cinematic robots can’t save the day – they certainly will – because they’re smart.

Did you spend an entire day laying out cameras only to find out that a bunch of character animations have changed? With Cinemachine this isn’t a worry, since the cameras ‘see’ the shot and compose it based on your direction.  The cameras will track the new animations and keep things properly composed!

Cinemachine cameras are very bug resistant. Changes to speeds, animations, physics, level layout – practically anything which alters a performance – are handled by the keen eye of the Cinemachine camera operators.  Simply define how you’d like the shot to be composed and the camera will do its best to keep the subject in the right place. You describe how aggressively the camera composes each shot with dampening controls defined in screen space – just like how humans do it.

Plays nice with others – Cinemachine works amazingly well with timeline editors like Cinema Director for sequencing cameras and animating camera parameters.

Experiment | Innovate | Iterate

Cinemachine encourages experimentation because you don’t need to write any code to create a procedural / tracking / smart camera.  No need to bother a programmer with a ‘hey what if?’ idea, just try it out right then and there.   Hit a number of dead-ends to find the one magic idea.   Your cameras no longer have to be a frustrating time sponge, turn them into something fun and amazing.

Since Cinemachine works in preview and play mode and all settings are saved regardless of what mode you’re in, the iteration loop time is zero.   Tweak the settings and see results instantly.  There’s no need to remember any numbers or settings since everything is saved all the time on every control.


Cameras are the window into the world of your project.  Game genre is defined by camera – 1st person shooter, 3rd person action adventure, top-down, etc., and it’s important they’re good!  Bad cameras can let an entire project down.   Great cameras can raise the project’s quality bar substantially.

Cinemachine allows you to create powerful cameras very quickly, so you can add a pile of smart cameras to your project or spend more time on other things.

The system has been designed as an entirely unified camera suite.   Seamlessly blend from gameplay cameras to cinematics and back.  There’s no need to have your cutscenes be separate events as any class of camera can blend to any other class.

Call cameras with game events, a timeline sequencer, trigger volumes in the world – anything – and define custom blends between any two shots for unparalleled control.

Cinemachine allows you to define a custom rig and set of controls for each shot and allows you to sequence or set relationships between any and all of your cameras.

The Cinemachine modules have been designed, deployed, tuned, improved, iterated on, redesigned and refined over and over again on multiple AAA projects spanning years.   They’re simple, light, endlessly configurable and provide beautiful results.

The best of all?  You can do all of this without help from a programmer.

For less than the cost of a day of work, you can have a camera system which has been in progress for over a decade.

Why not have a look at the Documentation?

Get Cinemachine at the Unity Asset Store: Coming very soon.  It has been submitted to the Asset Store.



5/5 stars Current review on the Unity Asset Store

review  “WOW! Just WOW! Buy it if you want make wow cinematics.” – ruth-salguero, Asset Store review.

“Importing and setting up Cinemachine achieves in mere minutes what would take months of time to achieve from scratch. It immediately provides a silky smooth, responsive and highly customizable triple-A camera system. When prototyping new projects, having a robust, bug-free camera working in just an hour or two leaves so much more time for focusing on more critical systems and problems, and that same camera system can easily carry the project through to release. The intuitive framing and target-following tools provides the flexibility for creating a high-quality camera in a very short amount of time, regardless of game genre, and the camera blending options allow for quick setup of graceful transitions between in-game cameras and / or cinematic cameras. Frankly, I can’t imagine ever working on another project without it; Cinemachine has easily joined the ranks of my standard game development toolset.”  – Elliot Hudson, Designer, Blackbird Interactive

“Holy smokes, you guys hit this out of the park. I absolutely love this system!” – Chris Park Arcen Games

“First of all: this is the best Camera plugin ever. We are thrilled with the results we are getting. The control over the look of the camera in-game is amazing.” – Olivier Lamontagne, Frimastudio

“Oh and as someone who fought splines for hours in Matinee and felt the pain of a vector based text editor only camera tool I must say the ease of use and the incredible dampening logic is really something, looking forward to continue to explore the tool.” – Kevin Maloney, HBS Studios

“Been waiting for this asset to be released, and after spending only an hour with it, I can say that it honestly lives up to the hype! Easy to install and setup, and I haven’t encountered any bugs or issues yet either. Being able to compose your shot rather than hand animating cameras is such an intuitive way to work, and takes away a lot of the frustration that comes with creating cutscenes – not to mention the doors it opens up for creating more dynamic gameplay cameras as well.”  –Justin Draper, Hideaway Game Studios

review  “This tool is amazing. A real helper to make your scenes have that AAA look with your camera movement. It’s really easy to use, the documentation is well done, the feedback from the developer is great.” – David Ville, Asset Store review

review  “Best camera plugin ever. Like other reviewers had said, this is simply the best camera solution right now in the asset store. Its powerful yet simple to use functions make building your own camera system a breeze, and you can focus on how to make camera look good instead of worrying about blending logics.  And a huge bonus is that Cinemachine works with Cinema Director and Slate (two of the best cut- scene creators)out of box. (it works very well with Sate without official support). Not only it enables you to make pro level cut-scenes, you can also make a cut-scene that is a visual presentation of your game in action. I have spend two days to make a combat showcase so my team members can get a feeling of what we are working to before gameplay development starts. Without Cinemachine I would say such cut-scene will take me more that 1 week! And any Cinemachine parameters and settings use in the show case cut-scene can go into real gameplay!” – Vamky, Asset Store review

review  “Simply the best. In terms of general camera components that are tracking a target, this is absolutely the best. The way this is set up is just brilliant, and the way it has virtual cameras that you can blend through is also amazing. If you’re looking to do framing for cutscenes, or to do a series of fixed camera positions, or to do one or more cameras that you dolly yourself, this is absolutely the project to get.” -x4000, Asset Store review