Cutscenes In Unity, Part 3: Camera Transitions And Movement

A single camera looking at a single point from a single angle is a very simple cutscene setup. Let’s create more energy by introducing movement and transitions.

Vincent Taylor
2 min readOct 4, 2021
The complete cutscene timeline

Today’s Objective: Animate the Virtual Camera for the cutscene to show the thief stealing the sleeping guard’s security card.

The Plan:

The Director’s Notes for this cutscene show two camera angles that should be used, and some minor panning/camera movement.

I’ve chosen to use one continuous camera shot with a lot more movement, instead of two camera shots with an instant transition.

Using the Timeline animation functionality which I’ve explained before, I animate both the Virtual Camera and the Virtual Camera’s LookAt Target. I create a pretty smooth movement around both the actors, using the LookAt Target to keep the camera focused on the exact point I want it to.

The animation for the Virtual Camera and it’s LookAt target. (No animation files are used)

That’s the camera movement done! Since there is only one camera, there aren’t any camera-to-camera transitions apart from the start and end of the cutscene. I’ll add a fade in/out transition in a later post.

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Vincent Taylor

Unity game developer / C# Programmer / Gamer. Australian (Tasmanian) indie games developer for 10+ years. Currently looking for games industry employment.