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.