Overview | Installation

Thank you

Thanks for purchasing Cinemachine for Unity!  We hope you make some amazing shots and some fantastic gameplay cameras all while saving pile of time.  If you’re checking out this manual to decide if Cinemachine is for you, have a look and please feel free to reach out with any camera questions you may have for your project

Unified camera solution

Cinemachine is built to be an entirely unified camera system bridging gameplay, cutscenes, from fully procedural cameras to entirely canned sequences and everything in between. No more ‘giant ball of code’ game cameras which can’t blend to your cinematic cameras, cinemachine lets you blend anything to anything.

Proven history

We’ve been designing camera systems for almost 20 years and have shipped millions of AAA titles across numerous genres.  Preceding system designs are in engines such as Frostbite across many games such as Need for Speed, Medal of Honor, Homeworld: Deserts of Kharak, PGA Tour, Dragons Age to name a few.  We’ve started from scratch and built an entirely new camera system in Unity from all of that experience. 

Asset store EULA | using Cinemachine in your project

The full Unity Asset Store legal breakdown is here.  In non-legal mumbo jumbo, you need to buy a copy of Cinemachine for each person creating content with it.  If you’ve got two people working on cameras and tweaking knobs in Cinemachine, get two copies.  One seat per user.


Installing Cinemachine is easy.

  1. Simply drag and drop the Cinemachine.BaseRig.unitypackage into Unity and onto the Project window
    Or, you can go Assets->Import Package->Custom Package and point to the Cinemachine.BaseRig.unitypackage file
  2.  Go  GameObject->Create>Cinemachine->Virtual Camera

That’s it !  You’ve not got Cinemachine up and running in your project.

You’ll notice that two new files have been made:

CinemachineVirtualCamera, and AUTOGEN_CinemachineRuntime

Screen Shot 2016-04-12 at 3.50.35 PM

Each CinemachineVirtualCamera is a shot, so you’ll be making a bunch of these for each cinematic cut or for each gameplay camera change.   Every new camera adjustment can be defined with a CinemachineVirtualCamera cut or blend, so you’ll probably end up with a lot of them.  As an example, on a 3rd person AA title, we made 25 different camera adjustments just for the character’s localmotion and world awareness.  Make lots of cameras and blend between them all to get exactly the shot you want under any circumstance.

We put them in the root of your scene but you’ll probably want to organize them under a Cameras subfolder or something like that.  Keep your scenes clean !

Ok, onto how to use Cinemachine