Cutscenes In Unity, Part 2: Creating The Camera Shot
Where the camera is seeing the world from is vitally important to cutscene design, though easy to overlook. Let’s set up the camera shots.
Today’s Objective: Set up the cutscene camera/s to capture the action that will happen in the cutscene.
Setting up Cinemachine:
With John and Darren in position for the cutscene, we now need a camera or two to capture them!
I’m using Unity’s Cinemachine package because it makes using cameras in a professional way so much easier. Install it through the Package Manager.
Using Cinemachine:
Cinemachine can create and use many different types of cameras, but I will be using the Virtual Cameras for this cutscene.
In my Scene view, I move the editor camera to a position and viewing angle I want to create a Virtual camera at, because CM cameras are created at the editor camera’s position.
Now I create a new empty GameObject to act as the Virtual Camera’s LookAt target:
The camera will now always (be forced to) look at the target when in use, making animation and camera angles a bit easier.
I also get rid of the Virtual Camera’s aiming deadzone:
The Result:
In the next post, I’ll be animating the camera and target.