Scripting API

CinemachineVirtualCamera

class in Unity.Cinemachine · Unity.Cinemachine · inherits from CinemachineVirtualCameraBase

Not in Unity's public API, or in an assembly the coverage doesn't count.
In Tassix

Cinemachine 2's virtual camera: its body, aim and noise components are on a hidden child ("cm", with a CinemachinePipeline).

Fields 7

static CreatePipelineDelegate? CreatePipelineOverride
static DestroyPipelineDelegate? DestroyPipelineOverride
Transform? m_Follow
Transform? m_LookAt
TransitionParams m_Transitions

Properties 3

Transform? Follow { get; set; }
Transform? LookAt { get; set; }
CameraState State { get; }

Methods 11

T AddCinemachineComponent<T>()

Adds a component to the pipeline, replacing the one in its stage.

void DestroyCinemachineComponent<T>()
void ForceCameraPosition(Vector3 pos, Quaternion rot)
CinemachineComponentBase? GetCinemachineComponent(CinemachineCore.Stage stage)
T? GetCinemachineComponent<T>()
Transform? GetComponentOwner()
CinemachineComponentBase[] GetComponentPipeline()
float GetMaxDampTime()
void InternalUpdateCameraState(Vector3 worldUp, float deltaTime)
void InvalidateComponentPipeline()
void OnTargetObjectWarped(Transform target, Vector3 positionDelta)
void OnTransitionFromCamera(ICinemachineCamera? fromCam, Vector3 worldUp, float deltaTime)