Unity 3D: Camera management with Cinemachine

Опубликовано: 02 Июнь 2026
на канале: Why485
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Been messing with Cinemachine to see how well it works as a replacement for my game cameras. As practice I tried to recreate the typical flight sim cameras. This kind of camera set up is something I want to have to Tiny Combat, and it's much easier to experiment with this stuff in a much simpler space.

F1: Player camera. This is where you play the game from.
F2: Ship camera. Simple orbit camera to look at stuff. Cycles between all ships in the area.
F3: Free camera. Fly around the area and just look at stuff.

Important to note as well was making sure Cinemachine still worked while paused. Thankfully there's an option you can check to do it. Honestly though I'm a bit disappointed with Cinemachine in terms of game cameras. The scripting API is extremely prohibitive and it's basically designed to be used a very specific way. It's not as flexible as I'd like, but it can be used as a general purpose camera manager instead of having to write your own. Even using only the Virtual Cameras affords you a built in camera manager similar to how Unreal Engine has, which is definitely not nothing.