Cameras Flashcards
Setting virtual camera properties. Cinemachine virtual machine
The Cinemachine virtual camera is a component that you add to an empty GameObject.
It represents a virtual camera in the unity scene
Use the Pixel Perfect Camera component when you are making a 2D game(unity 2018+)
Adding this to your camera will allow you to get crisp pixels and movements rendered on screen.
Import the Pixel Perfect Package-Window- Package manager - All - 2D pixel Perfect Package
Match the Assets Pixel Per Units property to the pixels per unit for your sprites
For a retro SNES mode 7 feel to your sprite transforms, enable, Upscale Render Texture
Change your camera to look just like your scene view by Selecting Camera in Scene view and press Ctrl+Shift+F
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You can add a Reference to a GameObject in the Debug.Log command, so you can find the perpetrating object in your Hierarchy
Debug. Log(“This is the GameObject calling the debud log”, gameObject) ;
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What is a Virtual Camera
The Cinemachine Virtual Camera is a component that you add to an empty GameObject.
It represents a Virtual Camera in the Unity scene
What properties do you use to animate position, rotation, and other properties
The Aim, Body, and Noise properties
The Virtual camera applies these settings to the Unity Camera when Cinemachine Brain or Timeline transfers control of the Unity camera to the Virtual camera.
You can also use handles to modify some common properties
Virtual Machine States
Live state.. The Virtual camera controls a Unity Camera that has a Cinemachine Brain. When a Cinemachine Brain blends from one virtual camera to the next, both virtual cameras are live. When the blend is complete, there is only one live virtual camera.
Standby state.. The camera doesn’t control the Unity Camera. However, it still follows and aims at its targets, and updates at every frame. A virtual camera is in this state is activated and has a priority that is the same as or lower than the live virtual camera.
Disabled state.. The Virtual camera doesn’t control the Unity camera and doesn’t actively follow or aim at its targets. A virtual camera in this state doesn’t consume processing power. To disable a virtual camera, deactivate it’s game object. The Virtual camera is present but disabled in the scene. However, even though the game object is deactivated, the virtual camera can still control the Unity camera if the virtual camera is participating in a blend, or if it is invoked by Timeline.