From bdb7222279b9fdd5071a8d34d714795ad1d7bcd9 Mon Sep 17 00:00:00 2001 From: Fatimah Mohd Fauzi Date: Wed, 26 Aug 2026 21:45:35 +0100 Subject: [PATCH 1/2] DOCG-9097 Create message banner for Unity 6.6 in Cinemachine 3 --- .../Documentation~/includes/package-version-message.md | 2 ++ 1 file changed, 2 insertions(+) create mode 100644 com.unity.cinemachine/Documentation~/includes/package-version-message.md diff --git a/com.unity.cinemachine/Documentation~/includes/package-version-message.md b/com.unity.cinemachine/Documentation~/includes/package-version-message.md new file mode 100644 index 000000000..62445c3f4 --- /dev/null +++ b/com.unity.cinemachine/Documentation~/includes/package-version-message.md @@ -0,0 +1,2 @@ +> [!IMPORTANT] +> In Unity 6.6 and later, Cinemachine 3 isn't available in the Package Manager. The version of Cinemachine matches your Unity Editor version instead. \ No newline at end of file From be271ece24e7f2c196ab9715a41303d0a5b5bda7 Mon Sep 17 00:00:00 2001 From: Fatimah Mohd Fauzi Date: Wed, 26 Aug 2026 21:46:06 +0100 Subject: [PATCH 2/2] Add include to all pages --- com.unity.cinemachine/Documentation~/2d-and-top-down-games.md | 2 ++ com.unity.cinemachine/Documentation~/3d-tracking-scenarios.md | 2 ++ com.unity.cinemachine/Documentation~/Cinemachine2D.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineAutoFocus.md | 2 ++ .../Documentation~/CinemachineBasicMultiChannelPerlin.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineBlending.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineBrain.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineBrainEvents.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineCamera.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineCameraEvents.md | 2 ++ .../Documentation~/CinemachineCameraManagerEvents.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineClearShot.md | 2 ++ .../Documentation~/CinemachineColliderConfiner.md | 2 ++ .../Documentation~/CinemachineCollisionImpulseSource.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineConfiner3D.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineDecollider.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineDeoccluder.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineEvents.md | 2 ++ .../Documentation~/CinemachineExternalCamera.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineFollow.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md | 2 ++ .../Documentation~/CinemachineFreeLookModifier.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineGroupFraming.md | 2 ++ .../Documentation~/CinemachineHardLockToTarget.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineHardLookAt.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineImpulse.md | 2 ++ .../Documentation~/CinemachineImpulseFiltering.md | 2 ++ .../Documentation~/CinemachineImpulseListener.md | 2 ++ .../Documentation~/CinemachineImpulseSource.md | 2 ++ .../Documentation~/CinemachineImpulseSourceOverview.md | 2 ++ .../Documentation~/CinemachineInputAxisController.md | 2 ++ .../Documentation~/CinemachineManagerCameras.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md | 2 ++ .../Documentation~/CinemachineMultipleCameras.md | 2 ++ .../Documentation~/CinemachineNoiseProfiles.md | 2 ++ .../Documentation~/CinemachineOrbitalFollow.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachinePanTilt.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md | 2 ++ .../Documentation~/CinemachinePositionComposer.md | 2 ++ .../Documentation~/CinemachinePostProcessing.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineRecomposer.md | 2 ++ .../Documentation~/CinemachineRotateWithFollowTarget.md | 2 ++ .../Documentation~/CinemachineRotationComposer.md | 2 ++ .../Documentation~/CinemachineSavingDuringPlay.md | 2 ++ .../Documentation~/CinemachineSequencerCamera.md | 2 ++ .../Documentation~/CinemachineShotQualityEvaluator.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineSplineCart.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineSplineDolly.md | 2 ++ .../Documentation~/CinemachineSplineDollyLookAtTargets.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineSplineRoll.md | 2 ++ .../Documentation~/CinemachineSplineSmoother.md | 2 ++ .../Documentation~/CinemachineStateDrivenCamera.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineStoryboard.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md | 2 ++ .../Documentation~/CinemachineThirdPersonAim.md | 2 ++ .../Documentation~/CinemachineThirdPersonFollow.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineTopDown.md | 2 ++ com.unity.cinemachine/Documentation~/CinemachineUpgradeFrom2.md | 2 ++ .../Documentation~/CinemachineUpgradeFromAssetStore.md | 2 ++ .../Documentation~/CinemachineUsingSplinePaths.md | 2 ++ .../Documentation~/CinemachineVolumeSettings.md | 2 ++ .../Documentation~/ControllingAndCustomizingBlends.md | 2 ++ com.unity.cinemachine/Documentation~/FreeLookCameras.md | 2 ++ com.unity.cinemachine/Documentation~/GroupingTargets.md | 2 ++ com.unity.cinemachine/Documentation~/InputSystemComponents.md | 2 ++ com.unity.cinemachine/Documentation~/InstallationAndUpgrade.md | 2 ++ com.unity.cinemachine/Documentation~/KnownIssues.md | 2 ++ com.unity.cinemachine/Documentation~/Reference.md | 2 ++ com.unity.cinemachine/Documentation~/SimplePlayerController.md | 2 ++ com.unity.cinemachine/Documentation~/ThirdPersonCameras.md | 2 ++ .../Documentation~/concept-camera-control-transitions.md | 2 ++ .../Documentation~/concept-essential-elements.md | 2 ++ .../Documentation~/concept-procedural-motion.md | 2 ++ com.unity.cinemachine/Documentation~/concept-timeline.md | 2 ++ com.unity.cinemachine/Documentation~/concept.md | 2 ++ com.unity.cinemachine/Documentation~/get-started.md | 2 ++ com.unity.cinemachine/Documentation~/handles.md | 2 ++ com.unity.cinemachine/Documentation~/index.md | 2 ++ .../Documentation~/preview-and-author-in-first-person.md | 2 ++ com.unity.cinemachine/Documentation~/samples-import.md | 2 ++ com.unity.cinemachine/Documentation~/samples-tutorials.md | 2 ++ com.unity.cinemachine/Documentation~/setup-apply-noise.md | 2 ++ .../Documentation~/setup-cinemachine-environment.md | 2 ++ com.unity.cinemachine/Documentation~/setup-follow-camera.md | 2 ++ com.unity.cinemachine/Documentation~/setup-multiple-cameras.md | 2 ++ .../Documentation~/setup-procedural-behavior.md | 2 ++ com.unity.cinemachine/Documentation~/setup-timeline.md | 2 ++ .../Documentation~/ui-ref-pre-built-cameras.md | 2 ++ com.unity.cinemachine/Documentation~/ui-ref.md | 2 ++ com.unity.cinemachine/Documentation~/whats-new.md | 2 ++ 91 files changed, 182 insertions(+) diff --git a/com.unity.cinemachine/Documentation~/2d-and-top-down-games.md b/com.unity.cinemachine/Documentation~/2d-and-top-down-games.md index a6454b3bd..303e66db8 100644 --- a/com.unity.cinemachine/Documentation~/2d-and-top-down-games.md +++ b/com.unity.cinemachine/Documentation~/2d-and-top-down-games.md @@ -1,5 +1,7 @@ # 2D and top-down games +[!include[](includes/package-version-message.md)] + Use and configure Cinemachine to meet your expectations according to specific requirements of 2D graphics and top-down games. * [Cinemachine and 2D graphics](Cinemachine2D.md) diff --git a/com.unity.cinemachine/Documentation~/3d-tracking-scenarios.md b/com.unity.cinemachine/Documentation~/3d-tracking-scenarios.md index fdb7649cd..a8b2285a4 100644 --- a/com.unity.cinemachine/Documentation~/3d-tracking-scenarios.md +++ b/com.unity.cinemachine/Documentation~/3d-tracking-scenarios.md @@ -1,5 +1,7 @@ # 3D tracking scenarios +[!include[](includes/package-version-message.md)] + Use Cinemachine to follow and look at the active characters of your 3D games. diff --git a/com.unity.cinemachine/Documentation~/Cinemachine2D.md b/com.unity.cinemachine/Documentation~/Cinemachine2D.md index 2cc10eae4..041de9e56 100644 --- a/com.unity.cinemachine/Documentation~/Cinemachine2D.md +++ b/com.unity.cinemachine/Documentation~/Cinemachine2D.md @@ -1,5 +1,7 @@ # 2D graphics +[!include[](includes/package-version-message.md)] + Cinemachine supports orthographic cameras. When you set the Unity camera's projection to Orthographic, Cinemachine adjusts to accommodate it. In CinemachineCamera properties for __Lens__, __FOV__ is replaced by __Orthographic Size__. Note that settings related to FOV and certain FOV-oriented behaviors such as [Follow Zoom](CinemachineFollowZoom.md) have no effect if the camera is orthographic. In orthographic environments, it doesn’t usually make sense to rotate the camera. Accordingly, Cinemachine provides the [Position Composer](CinemachinePositionComposer.md) to handle framing and composition without rotating the camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineAutoFocus.md b/com.unity.cinemachine/Documentation~/CinemachineAutoFocus.md index 3e996b6f0..8ceac62e1 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAutoFocus.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAutoFocus.md @@ -1,5 +1,7 @@ # Cinemachine Auto Focus +[!include[](includes/package-version-message.md)] + This CinemachineCamera extension drives the Camera's focusDistance property. It can be used to lock focus onto a specific object, or (in HDRP) to auto-detect what is in front of the camera and focus on that. FocusDistance is only relevant for physical cameras, and appropriate processing must be installed for it to have any visible effect. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBasicMultiChannelPerlin.md b/com.unity.cinemachine/Documentation~/CinemachineBasicMultiChannelPerlin.md index 47cd2953f..dcd502f7b 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBasicMultiChannelPerlin.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBasicMultiChannelPerlin.md @@ -1,5 +1,7 @@ # Cinemachine Basic Multi Channel Perlin component +[!include[](includes/package-version-message.md)] + Use a Basic Multi Channel Perlin component in a Cinemachine Camera GameObject to simulate camera shake via Perlin noise movement. Perlin noise is a technique to compute pseudo-random movement with a natural behavior. The Basic Multi Channel Perlin component applies a [Noise Profile Asset](CinemachineNoiseProfiles.md) which defines the noise behavior over time. Cinemachine includes a few noise profile assets. You can edit them and create your own ones. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBlending.md b/com.unity.cinemachine/Documentation~/CinemachineBlending.md index ebd8e8b5e..4c24cc070 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBlending.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBlending.md @@ -1,5 +1,7 @@ # Cinemachine Blender Settings asset +[!include[](includes/package-version-message.md)] + Use a Cinemachine Blender Settings asset from the [Cinemachine Brain component](CinemachineBrain.md) to define **Custom Blends** (overriding the **Default Blend** setting) between specific pairs of Cinemachine Cameras. For more information about blends, refer to [Camera control and transitions](concept-camera-control-transitions.md). diff --git a/com.unity.cinemachine/Documentation~/CinemachineBrain.md b/com.unity.cinemachine/Documentation~/CinemachineBrain.md index efb6b3c3b..e08fd954c 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBrain.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBrain.md @@ -1,5 +1,7 @@ # Cinemachine Brain component +[!include[](includes/package-version-message.md)] + The Cinemachine Brain is a component in the Unity camera itself. Cinemachine Brain monitors all active [**CinemachineCameras**](CinemachineCamera.md) in the Scene. It chooses the next CinemachineCamera to control the Unity camera. It also controls the [transition (cut or blend)](concept-camera-control-transitions.md) from the current CinemachineCamera to the next. Objects with a Cinemachine Brain are displayed in the hierarchy with a little CinemachineCamera icon next to them. You can turn that off from the Cinemachine Preferences panel. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBrainEvents.md b/com.unity.cinemachine/Documentation~/CinemachineBrainEvents.md index 839679063..73d0e3e5e 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBrainEvents.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBrainEvents.md @@ -1,5 +1,7 @@ # Cinemachine Brain Events +[!include[](includes/package-version-message.md)] + Use the Cinemachine Brain Events component to handle events sent for a specific Cinemachine Brain. For more information, refer to [Cinemachine Events](CinemachineEvents.md). diff --git a/com.unity.cinemachine/Documentation~/CinemachineCamera.md b/com.unity.cinemachine/Documentation~/CinemachineCamera.md index 5ab4d3177..a0532b0d7 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineCamera.md @@ -1,5 +1,7 @@ # Cinemachine Camera component +[!include[](includes/package-version-message.md)] + The CinemachineCamera is a component that you add to an empty GameObject. It represents a Cinemachine Camera in the Unity Scene. ![CinemachineCamera properties](images/CmCameraInspector.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineCameraEvents.md b/com.unity.cinemachine/Documentation~/CinemachineCameraEvents.md index 78b6c0b33..f1c73f483 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineCameraEvents.md +++ b/com.unity.cinemachine/Documentation~/CinemachineCameraEvents.md @@ -1,5 +1,7 @@ # Cinemachine Camera Events +[!include[](includes/package-version-message.md)] + Use the Cinemachine Camera Events component to handle events sent for a specific Cinemachine Camera. For more information, refer to [Cinemachine Events](CinemachineEvents.md). diff --git a/com.unity.cinemachine/Documentation~/CinemachineCameraManagerEvents.md b/com.unity.cinemachine/Documentation~/CinemachineCameraManagerEvents.md index 368aa2f50..b8d56e120 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineCameraManagerEvents.md +++ b/com.unity.cinemachine/Documentation~/CinemachineCameraManagerEvents.md @@ -1,5 +1,7 @@ # Cinemachine Camera Manager Events +[!include[](includes/package-version-message.md)] + Use the Cinemachine Camera Manager Events component to handle events sent for a specific Cinemachine Camera Manager. For more information, refer to [Cinemachine Events](CinemachineEvents.md). diff --git a/com.unity.cinemachine/Documentation~/CinemachineClearShot.md b/com.unity.cinemachine/Documentation~/CinemachineClearShot.md index d0ec3d8b6..2011572be 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineClearShot.md +++ b/com.unity.cinemachine/Documentation~/CinemachineClearShot.md @@ -1,5 +1,7 @@ # Cinemachine Clear Shot Camera +[!include[](includes/package-version-message.md)] + The __Cinemachine ClearShot Camera__ component chooses among its child CinemachineCameras for the best quality shot of the target. Use Clear Shot to set up complex multi-camera coverage of a Scene to guarantee a clear view of the target. This can be a very powerful tool. CinemachineCamera children with [Cinemachine Deoccluder](CinemachineDeoccluder.md) or other shot quality evaluator extensions analyze the shot for target obstructions, optimal target distance, and so on. Clear Shot uses this information to choose the best child to activate. diff --git a/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md b/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md index ea496c82b..6d65d3929 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md +++ b/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md @@ -1,5 +1,7 @@ # Avoid collisions and evaluate shots +[!include[](includes/package-version-message.md)] + As characters and objects move around in a complex Scene, obstacles in the Scene sometimes come between a camera and its target. Similarly, you might need to move a camera to a position in the Scene that another GameObject already occupies. Cinemachine provides extensions to handle these situations: * [Cinemachine Decollider](CinemachineDecollider.md) diff --git a/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md b/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md index 35a4f2f3c..b1d871b29 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md +++ b/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md @@ -1,5 +1,7 @@ # Cinemachine Collision Impulse Source +[!include[](includes/package-version-message.md)] + For collision-based impulses, attach a **CinemachineCollisionImpulseSource** component to a GameObject that has a Collider or Collider2D component. **CinemachineCollisionImpulseSource** generates an impulse when something collides with the GameObject or enters a trigger zone. To add a Collision Impulse Source component: diff --git a/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md b/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md index 2e0fa464b..722f8c6d6 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md +++ b/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md @@ -1,5 +1,7 @@ # Cinemachine Confiner 2D +[!include[](includes/package-version-message.md)] + ![The Cinemachine Confiner 2D extension component and its properties in the Inspector.](images/CinemachineConfiner2Dc.png) Use the Cinemachine Confiner 2D [extension](https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/manual/CinemachineVirtualCameraExtensions.html) to confine the camera’s position so that the screen edges stay within a shape defined by a 2D polygon. This works for orthographic or perspective cameras, provided that the camera's forward vector remains parallel to the bounding shape’s normal (that is, that the camera is looking straight at the polygon, and not obliquely at it). diff --git a/com.unity.cinemachine/Documentation~/CinemachineConfiner3D.md b/com.unity.cinemachine/Documentation~/CinemachineConfiner3D.md index 383bce967..8dad68acb 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineConfiner3D.md +++ b/com.unity.cinemachine/Documentation~/CinemachineConfiner3D.md @@ -1,5 +1,7 @@ # Cinemachine Confiner 3D +[!include[](includes/package-version-message.md)] + Use the __Cinemachine Confiner 3D__ [extension](concept-procedural-motion.md#extensions) to limit the camera’s position to a volume. The camera’s position in 3D is confined to a volume. diff --git a/com.unity.cinemachine/Documentation~/CinemachineDecollider.md b/com.unity.cinemachine/Documentation~/CinemachineDecollider.md index cffe91094..d0d6c6e70 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineDecollider.md +++ b/com.unity.cinemachine/Documentation~/CinemachineDecollider.md @@ -1,5 +1,7 @@ # Cinemachine Decollider +[!include[](includes/package-version-message.md)] + __Cinemachine Decollider__ is an [extension](concept-procedural-motion.md#extensions) for the [Camera](CinemachineCamera.md). It post-processes the final position of the CinemachineCamera to pull the camera out of colliding objects. Although collisions will be resolved in the direction of the camera target, no attempt will be made to preserve the line of sight to the target. For that, please use [CinemachineDeoccluder](CinemachineDeoccluder.md). The Decollider combines two algorithms: diff --git a/com.unity.cinemachine/Documentation~/CinemachineDeoccluder.md b/com.unity.cinemachine/Documentation~/CinemachineDeoccluder.md index 40e72fe65..9a1f6fd4f 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineDeoccluder.md +++ b/com.unity.cinemachine/Documentation~/CinemachineDeoccluder.md @@ -1,5 +1,7 @@ # Cinemachine Deoccluder +[!include[](includes/package-version-message.md)] + __Cinemachine Deoccluder__ is an [extension](concept-procedural-motion.md#extensions) for the CinemachineCamera. It post-processes the final position of the CinemachineCamera to attempt to preserve the line of sight with the __Look At__ target of the CinemachineCamera. It does this by moving away from the GameObjects that obstruct the view. Add a Cinemachine Deoccluder extension to a CinemachineCamera to do any of the following tasks: diff --git a/com.unity.cinemachine/Documentation~/CinemachineEvents.md b/com.unity.cinemachine/Documentation~/CinemachineEvents.md index 978bb9ee3..a2cadeccd 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineEvents.md +++ b/com.unity.cinemachine/Documentation~/CinemachineEvents.md @@ -1,5 +1,7 @@ # Cinemachine Events +[!include[](includes/package-version-message.md)] + Cinemachine generates events in the following contexts: * Whenever cameras are activated and deactivated. * When blends are started and when they finish. diff --git a/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md b/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md index 5171d0caf..6a10a6fa3 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md @@ -1,5 +1,7 @@ # Cinemachine External Camera - (deprecated) +[!include[](includes/package-version-message.md)] + **Note:** This component is **deprecated** in favour of using a normal CinemachineCamera with _None_ in both __Position Control__ and __Rotation Control__. This component will expose a non-cinemachine camera to the cinemachine ecosystem, allowing it to participate in blends. Just add it as a component alongside an existing Unity Camera component. You will need to take steps (e.g. disabling the Camera component) to ensure that the Camera doesn't fight with the main Cinemachine Camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineFollow.md b/com.unity.cinemachine/Documentation~/CinemachineFollow.md index fe4f577c5..48ddba439 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineFollow.md +++ b/com.unity.cinemachine/Documentation~/CinemachineFollow.md @@ -1,5 +1,7 @@ # Cinemachine Follow component +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Position Control__ behavior moves the CinemachineCamera to maintain a fixed offset relative to the __Tracking Target__. It also applies damping. The fixed offset can be interpreted in various ways, depending on the Binding Mode. diff --git a/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md b/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md index b3a303cca..b9cd67189 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md +++ b/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md @@ -1,5 +1,7 @@ # Cinemachine Follow Zoom +[!include[](includes/package-version-message.md)] + This [extension](concept-procedural-motion.md#extensions) adjusts the FOV of the lens to keep the target object at a constant size on the screen, regardless of camera and target position. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineFreeLookModifier.md b/com.unity.cinemachine/Documentation~/CinemachineFreeLookModifier.md index 6a3e52069..671ba9dce 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineFreeLookModifier.md +++ b/com.unity.cinemachine/Documentation~/CinemachineFreeLookModifier.md @@ -1,5 +1,7 @@ # Cinemachine FreeLook Modifier +[!include[](includes/package-version-message.md)] + This component is intended to be added to a CinemachineCamera set up as a [FreeLook](FreeLookCameras.md). It is not necessary to have it (the FreeLook works just fine without it) but it can add some richness to the camera experience. It allows you to vary some settings (for instance lens, noise, damping, composition, or camera distance) depending on whether the camera is at the top, middle, or bottom of its defined orbit. By default, the camera settings remain constant over the entire orbit. With the FreeLook Modifier, you can change that. diff --git a/com.unity.cinemachine/Documentation~/CinemachineGroupFraming.md b/com.unity.cinemachine/Documentation~/CinemachineGroupFraming.md index 8d05ace0e..58ea286fc 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineGroupFraming.md +++ b/com.unity.cinemachine/Documentation~/CinemachineGroupFraming.md @@ -1,5 +1,7 @@ # Cinemachine Group Framing component +[!include[](includes/package-version-message.md)] + This component is a Cinemachine Camera extension that adds the ability to frame one or more targets when they are members of a Cinemachine Target Group. You can use it to dynamically adjust the zoom or to move the camera closer to or farther from the targets, to keep them in the frame at the desired size. To enable the functionality of the Cinemachine Group Framing component, you must: diff --git a/com.unity.cinemachine/Documentation~/CinemachineHardLockToTarget.md b/com.unity.cinemachine/Documentation~/CinemachineHardLockToTarget.md index 71a5419f9..8a657a5cd 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineHardLockToTarget.md +++ b/com.unity.cinemachine/Documentation~/CinemachineHardLockToTarget.md @@ -1,5 +1,7 @@ # Hard Lock to Target +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Position Control__ behavior uses the same position at the __Tracking Target__. In other words, the target acts as a mounting point for the CinemachineCamera. ### Properties diff --git a/com.unity.cinemachine/Documentation~/CinemachineHardLookAt.md b/com.unity.cinemachine/Documentation~/CinemachineHardLookAt.md index 6aafe7596..65196bac4 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineHardLookAt.md +++ b/com.unity.cinemachine/Documentation~/CinemachineHardLookAt.md @@ -1,5 +1,7 @@ # Hard Look At +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Rotation Control__ behaviour rotates the camera to keep the __Look At__ target in the center of the camera's frame. Optionally, an offset can be specified in order to look at a point that is offset from the LookAt target's origin. This is useful for looking at a character's head, or some other point of interest. diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulse.md b/com.unity.cinemachine/Documentation~/CinemachineImpulse.md index 388fd2c3e..d8405275e 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulse.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulse.md @@ -1,5 +1,7 @@ # Cinemachine Impulse +[!include[](includes/package-version-message.md)] + Cinemachine Impulse generates and manages camera shake in response to game events. For example, you can use Impulse to make a CinemachineCamera shake when one GameObject collides with another, or when something in your Scene explodes. Impulse has two parts: diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md index 5ae07f3c6..640d10343 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md @@ -1,5 +1,7 @@ # Filtering impulses +[!include[](includes/package-version-message.md)] + Filtering lets you fine-tune how and when an Impulse Source generates impulses. Cinemachine Impulse allows two types of filtering: - Use channel filtering to set things up so that an Impulse Listener reacts to certain Impulse Sources and ignores others. See [Filtering with channels](#ChannelFiltering) below for details. diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md index 8a82be703..31af6c1a4 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md @@ -1,5 +1,7 @@ # Cinemachine Impulse Listener +[!include[](includes/package-version-message.md)] + Impulse signals and [sources](CinemachineImpulseSourceOverview.md) don’t do anything on their own. An **Impulse Listener** is a Cinemachine extension that allows a CinemachineCamera to “hear” impulse vibration signals and react to them. Default implementations shipped with Cinemachine respond by applying the received signal directly to the listener’s transform position, causing it to shake along with the signal. Additionally, it’s possible to specify a secondary response - usually a randomized vibration along all positions and rotation axes - to give character to the listener’s movement. It’s as if the listener were supported on springs and then kicked by the impulse signal. In addition to the thrust given by the kick itself, there will be randomized shaking due to the springs. diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md index 3fc66d85a..058437dbb 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md @@ -1,5 +1,7 @@ # Cinemachine Impulse Source +[!include[](includes/package-version-message.md)] + Use the **Cinemachine Impulse Source** component to generate impulses on events that are not collisions or Collider triggers. This is a generic Impulse Source that exposes a family of `GenerateImpulse()` API methods. These methods generate impulses at the specified locations and with the specified velocities and strengths. Call these methods directly from your game logic, or use them with [UnityEvents](https://docs.unity3d.com/Manual/UnityEvents.html). > [!TIP] diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md index e993e98c3..2cf9f3b70 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md @@ -1,5 +1,7 @@ # Cinemachine Impulse Sources +[!include[](includes/package-version-message.md)] + An Impulse Source is a component that emits a vibration signal from a point in Scene space. Game events can cause an Impulse Source to emit a signal from the place where the event occurs. The event _triggers_ impulses, and the source _generates_ impulses. CinemachineCameras with an Impulse Listener extension _react_ to impulses by shaking. In the image below, the figure's feet are Impulse Sources. When they collide with the floor (A) they generate impulses. The camera is an Impulse Listener and reacts to the impulses by shaking (B), which shakes the resulting image in the game view (C). diff --git a/com.unity.cinemachine/Documentation~/CinemachineInputAxisController.md b/com.unity.cinemachine/Documentation~/CinemachineInputAxisController.md index 87ad76db0..f30cd2a0d 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineInputAxisController.md +++ b/com.unity.cinemachine/Documentation~/CinemachineInputAxisController.md @@ -1,5 +1,7 @@ # Cinemachine Input Axis Controller +[!include[](includes/package-version-message.md)] + Cinemachine cameras don't directly process user input. Instead, they expose axes that are meant to be _driven_, either by script, animation, or by user input. As much as possible Cinemachine remains agnostic about where the input is coming from. This way, it can be compatible with Unity's Input package, Unity's legacy input manager, or other third-party input systems. Included with Cinemachine is the CinemachineInputAxisController component. When you add it to a CinemachineCamera, it auto-detects any axes that can be driven by user input and exposes settings to allow you to control those axis values. diff --git a/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md b/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md index 0e90e3219..62d6eabcb 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md +++ b/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md @@ -1,5 +1,7 @@ # Manage grouped cameras +[!include[](includes/package-version-message.md)] + A __Manager Camera__ oversees many CinemachineCameras but acts as a single CinemachineCamera from the point of view of Cinemachine Brain and Timeline. Cinemachine includes these manager cameras: diff --git a/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md b/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md index 86a0670fd..ee6bce315 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md @@ -1,5 +1,7 @@ # Cinemachine Mixing Camera +[!include[](includes/package-version-message.md)] + The __Cinemachine Mixing Camera__ component uses the weighted average of its child CinemachineCameras to compute the position and other properties of the Unity camera. ![Cinemachine Mixing Camera with two child CinemachineCameras (red)](images/CinemachineMixingCamera.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md b/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md index a001c4c08..357af1755 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md +++ b/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md @@ -1,5 +1,7 @@ # Split screen and multiple Unity Cameras +[!include[](includes/package-version-message.md)] + By design, [CinemachineCameras](CinemachineCamera.md) are not directly linked to [CinemachineBrains](CinemachineBrain.md). Instead, active CinemachineCameras in the scene are dynamically found by the Brain, allowing them to be brought into existence via prefab instantiation or scene loading. By default, if multiple CinemachineBrains exist in the scene, they will all find the same CinemachineCameras and consequently display the same thing. To assign a specific CinemachineCamera to a specific Brain, **Cinemachine Channels** are used. This works the same way as Unity Layers. First, set your CinemachineCamera to output to the desired channel: diff --git a/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md b/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md index 562f277d9..e27739756 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md +++ b/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md @@ -1,5 +1,7 @@ # Noise Settings Asset +[!include[](includes/package-version-message.md)] + A __noise profile__ is an asset that defines a procedural curve for camera noise. The __Basic Multi Channel Perlin__ component applies a noise profile to the movement of the camera. Cinemachine applies noise movement after computing the position of the camera. This way, camera noise does not affect the computation of camera movement in future updates. Cinemachine includes some predefined profile assets. Choose a predefined noise profile in the Noise component. Create your own noise profile asset by choosing __Create > Cinemachine > NoiseSettings__ in the [Project window](https://docs.unity3d.com/Manual/ProjectView.html). diff --git a/com.unity.cinemachine/Documentation~/CinemachineOrbitalFollow.md b/com.unity.cinemachine/Documentation~/CinemachineOrbitalFollow.md index bb3c42023..7bf37ee22 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineOrbitalFollow.md +++ b/com.unity.cinemachine/Documentation~/CinemachineOrbitalFollow.md @@ -1,5 +1,7 @@ # Orbital Follow +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Position Control__ behavior moves the Unity camera in a variable relationship to the CinemachineCamera’s __Tracking Target__. If you add a [Cinemachine Input Axis Controller](CinemachineInputAxisController.md) behavior, the camera position can be driven by [player input](https://docs.unity3d.com/Manual/ConventionalGameInput.html), which allows the player to dynamically control the position of the camera relative to the target. __Orbital Follow__ operates in 2 modes: diff --git a/com.unity.cinemachine/Documentation~/CinemachinePanTilt.md b/com.unity.cinemachine/Documentation~/CinemachinePanTilt.md index 64d9e0682..859d71f50 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePanTilt.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePanTilt.md @@ -1,5 +1,7 @@ # Pan Tilt +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Rotation Control__ behavior pans and tilts the camera in response stimulus, for instance the user’s input. This component does not read user input itself; it can be be driven by an [Cinemachine Input Axis Controller](CinemachineInputAxisController.md) component or by some other means that you devise. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md b/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md index e607c941d..2ccb2d1e6 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md @@ -1,5 +1,7 @@ # Using the Cinemachine Pixel Perfect extension +[!include[](includes/package-version-message.md)] + Both the __Pixel Perfect Camera__ and Cinemachine modify the Camera’s orthographic size. Using these two systems together in a single Scene would cause them to fight for control over the Camera and produce unwanted results. The __Cinemachine Pixel Perfect__ extension solves this incompatibility. __Cinemachine Pixel Perfect__ is an [extension](concept-procedural-motion.md#extensions) for the __CinemachineCamera__ that alters the orthographic size of the CinemachineCamera. The extension detects the presence of the Pixel Perfect Camera component, and uses the component settings to calculate for the correct orthographic size of the CinemachineCamera that best retains the Sprites in a pixel-perfect resolution. diff --git a/com.unity.cinemachine/Documentation~/CinemachinePositionComposer.md b/com.unity.cinemachine/Documentation~/CinemachinePositionComposer.md index 0d71f2a30..27aa8ab14 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePositionComposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePositionComposer.md @@ -1,5 +1,7 @@ # Position Composer +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Position Control__ behavior moves the camera to maintain a desired screen-space position for the __Tracking Target__. You can also specify offsets, damping, and composition rules. __Position Composer__ only changes the camera’s position in space; it does not rotate the camera. To control the view angle of the camera, set the CinemachineCamera's rotation in its transform, or add a procedural [Rotation Control](CinemachineCamera.md#set-procedural-components-and-add-extension) component to the CinemachineCamera. __Position Composer__ is good for 2D and orthographic cameras, and it also works with perspective cameras and 3D environments. diff --git a/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md b/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md index e84e76aa9..353a0d475 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md @@ -1,5 +1,7 @@ # Post Processing Extension +[!include[](includes/package-version-message.md)] + Use the Cinemachine Post Processing [extension](concept-procedural-motion.md#extensions) to attach a Postprocessing V2 profile to a CinemachineCamera. **Note 1**: Unity recommends using Postprocessing V2 instead of Postprocessing V1. diff --git a/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md b/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md index 1271ba0fa..30a4e775c 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md @@ -1,5 +1,7 @@ # Cinemachine Recomposer Extension +[!include[](includes/package-version-message.md)] + Use the Cinemachine Recomposer [extension](concept-procedural-motion.md#extensions) in addition to the CinemachineCamera component to add a final tweak to the camera composition. This extension is intended for use in a Timeline context, where you want to hand-adjust the output of procedural or recorded camera aiming. All of these properties can be animated within the Timeline. diff --git a/com.unity.cinemachine/Documentation~/CinemachineRotateWithFollowTarget.md b/com.unity.cinemachine/Documentation~/CinemachineRotateWithFollowTarget.md index 5a08a860b..c5cadb314 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineRotateWithFollowTarget.md +++ b/com.unity.cinemachine/Documentation~/CinemachineRotateWithFollowTarget.md @@ -1,5 +1,7 @@ # Rotate With Follow Target +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Rotation Control__ behavior matches the rotation of the __Tracking__ target. When used with the [Hard Lock To Target](CinemachineHardLockToTarget.md) behavior from [Position Control](CinemachineCamera.md#set-procedural-components-and-add-extension), the result is to make the CinemachineCamera match the path and rotation of a control GameObject. ### Properties diff --git a/com.unity.cinemachine/Documentation~/CinemachineRotationComposer.md b/com.unity.cinemachine/Documentation~/CinemachineRotationComposer.md index 4e2288e45..6da0e3d69 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineRotationComposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineRotationComposer.md @@ -1,5 +1,7 @@ # Cinemachine Rotation Composer component +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Rotation Control__ behaviour rotates the camera to face the __Look At__ target. It also applies offsets, damping, and composition rules. It only rotates the camera, it never changes the camera's position. Examples of targets for aiming: the upper spine or head bone of a character, vehicles, or dummy objects which are controlled or animated programmatically. ## Properties diff --git a/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md b/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md index 112d1b7f8..434c72d26 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md @@ -1,5 +1,7 @@ # Saving in Play Mode +[!include[](includes/package-version-message.md)] + It’s often most convenient to adjust camera settings while the game is playing. But normally, Unity does not save your changes to the Scene when you exit Play Mode. Cinemachine has a special feature to preserve the tweaks you make during Play Mode. It doesn’t save structural changes, like adding or removing a behavior. With the exception of certain properties, Cinemachine can preserve most of the settings in your CinemachineCameras when you exit Play Mode. When you exit Play Mode, Cinemachine scans the Scene to collect any changed properties in the CinemachineCameras. Cinemachine saves these changes a second or so after exiting. Use the __Edit > Undo__ command to revert these changes. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSequencerCamera.md b/com.unity.cinemachine/Documentation~/CinemachineSequencerCamera.md index 037b7c008..40e2e6118 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSequencerCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSequencerCamera.md @@ -1,5 +1,7 @@ # Cinemachine Sequencer Camera +[!include[](includes/package-version-message.md)] + The __Cinemachine Sequencer Camera__ component executes a sequence of blends or cuts among its child CinemachineCameras. When the Sequencer camera is activated, it executes its list of instructions, activating the first child CinemachineCamera in the list, holding for a designated time, then cutting or blending to the next child, and so on. The Sequencer camera holds the last CinemachineCamera until Cinemachine Brain or Timeline deactivates the Sequencer camera. If the Loop flag is enabled, the Sequencer will go back to the first camera in the list and continue the sequence. diff --git a/com.unity.cinemachine/Documentation~/CinemachineShotQualityEvaluator.md b/com.unity.cinemachine/Documentation~/CinemachineShotQualityEvaluator.md index 0530d7b3d..e2e07d07d 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineShotQualityEvaluator.md +++ b/com.unity.cinemachine/Documentation~/CinemachineShotQualityEvaluator.md @@ -1,5 +1,7 @@ # Cinemachine Shot Quality Evaluator +[!include[](includes/package-version-message.md)] + __Cinemachine Shot Quality Evaluator__ is an [extension](concept-procedural-motion.md#extensions) for the [Camera](CinemachineCamera.md). It post-processes the final position of the CinemachineCamera to evaluate shot quality based of visibility of the LookAt target and, optionally, camera distance from it. [CinemachineDeoccluder](CinemachineDeoccluder.md) Has this functionality bundled with it. Use this extension if you want to evaluate shot quality without using the Deoccluder. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSplineCart.md b/com.unity.cinemachine/Documentation~/CinemachineSplineCart.md index c326e77f0..e75fb9250 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSplineCart.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSplineCart.md @@ -1,5 +1,7 @@ # Cinemachine Spline Cart +[!include[](includes/package-version-message.md)] + __Cinemachine Spline Cart__ is a component that constrains the transform of its GameObject to a __Spline__ . Use it to animate a GameObject along a path, or as a tracking target for CinemachineCamera. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineSplineDolly.md b/com.unity.cinemachine/Documentation~/CinemachineSplineDolly.md index 5bd7dc76b..3ad3249cb 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSplineDolly.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSplineDolly.md @@ -1,5 +1,7 @@ # Spline Dolly +[!include[](includes/package-version-message.md)] + This CinemachineCamera __Position Control__ behavior restricts the CinemachineCamera to move along a predefined spline. Use the __Position__ property to specify where to put the Camera on the spline. Enable __Automatic Dolly__ to move the camera to a position on the spline in an automated fashion: either at a fixed speed, or towards a point on the spline that is closest to the __Tracking Target__, or in some custom way that you devise. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSplineDollyLookAtTargets.md b/com.unity.cinemachine/Documentation~/CinemachineSplineDollyLookAtTargets.md index ef4563b01..0a4f3d68e 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSplineDollyLookAtTargets.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSplineDollyLookAtTargets.md @@ -1,5 +1,7 @@ # Cinemachine Spline Dolly LookAt Targets +[!include[](includes/package-version-message.md)] + ![Spline Dolly LookAt Targets Inspector](images/SplineDollyLookAtTargetsInspector.png) This CinemachineCamera __Rotation Control__ behaviour lets you assign LookAt targets to points on a spline, so that as the camera arrives at the position on the spline, it looks at the specified place. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSplineRoll.md b/com.unity.cinemachine/Documentation~/CinemachineSplineRoll.md index 04d5b9b9f..e92328d59 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSplineRoll.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSplineRoll.md @@ -1,5 +1,7 @@ # Cinemachine Spline Roll +[!include[](includes/package-version-message.md)] + ![Spline Roll Inspector](images/CinemachineSplineRollInspector.png) This behavior adds Roll to a Spline. Roll is the rotation about the spline's tangent. Add data points to set the roll at specific points along the spline. Roll will be interpolated between those points. This behavior will also draw a railroad-track Gizmo in the Scene view, to help visualize the roll. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSplineSmoother.md b/com.unity.cinemachine/Documentation~/CinemachineSplineSmoother.md index 76e5cf524..eca9bdbff 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSplineSmoother.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSplineSmoother.md @@ -1,5 +1,7 @@ # Cinemachine Spline Smoother +[!include[](includes/package-version-message.md)] + This behaviour can be attached to a GameObject with a SplineContainer. It proivdes a function to apply smoothing to the spline. Smoothing auto-adjusts the knot settings to maintain second-order smoothness of the spline, making it suitable for camera paths. When this behaviour is present while editing the spline, it will automatically adjust the knot tangents to maintain smoothness. Do not adjust the knot tangents manually; they will be overwritten by the smoother. diff --git a/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md b/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md index d7acc37b4..393978755 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md @@ -1,5 +1,7 @@ # Cinemachine State-Driven Camera +[!include[](includes/package-version-message.md)] + The __Cinemachine State-Driven Camera__ component allows you to associate CinemachineCameras with animation states. When the state becomes active, the associated CinemachineCamera will also activate. This allows you to define specific camera settings and behaviours for specific anmation states. For example, you could have one camera for the Walk state, another for the Run state. The state-Driven camera will blend between those cameras when the animation target changes states. ![State-Driven camera with three child CinemachineCameras (red)](images/CinemachineStateDrivenChildren.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md b/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md index b710aae94..355f6bcbd 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md +++ b/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md @@ -1,5 +1,7 @@ # Storyboard +[!include[](includes/package-version-message.md)] + Use the Cinemachine Storyboard [extension](concept-procedural-motion.md#extensions) to let artists, producers, and directors contribute to your game development. Cinemachine Storyboard places a still image in screen space over the output of the Unity camera. Storyboard simplifies animatics for your team. Start with still images to pre-visualize terrain, layout, movement, lighting, timing, and so on. Following the intentions of the Storyboard image, developers incrementally add the assets, GameObjects, and settings that implement the Scene. diff --git a/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md b/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md index 38f50c5e6..9377647c8 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md +++ b/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md @@ -1,5 +1,7 @@ # Cinemachine Target Group +[!include[](includes/package-version-message.md)] + Use Cinemachine Target Group to treat multiple GameObjects as a single Tracking target. It can also be used as targets for procedural behaviour that needs to know the size of the target, for example the [Group Framing](CinemachineGroupFraming.md) extension. To create a Target Group: diff --git a/com.unity.cinemachine/Documentation~/CinemachineThirdPersonAim.md b/com.unity.cinemachine/Documentation~/CinemachineThirdPersonAim.md index c8af71567..782b8f1f1 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineThirdPersonAim.md +++ b/com.unity.cinemachine/Documentation~/CinemachineThirdPersonAim.md @@ -1,5 +1,7 @@ # Cinemachine Third Person Aim Extension +[!include[](includes/package-version-message.md)] + This extension is a complement to the [ThirdPersonFollow component](CinemachineThirdPersonFollow.md) in the Cinemachine Camera. Its purpose is to detect the object that the camera is aiming at. To accomplish this, the extension projects a ray from the camera's position along its forward axis, to detect the first object that intersects with that ray. The intersection point is then placed in the CinemachineCamera's `state.ReferenceLookAt`. That is the point that the camera will be considered to be looking at for algorithms that need to know it (for example, blending). diff --git a/com.unity.cinemachine/Documentation~/CinemachineThirdPersonFollow.md b/com.unity.cinemachine/Documentation~/CinemachineThirdPersonFollow.md index 6928a1401..110cc0392 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineThirdPersonFollow.md +++ b/com.unity.cinemachine/Documentation~/CinemachineThirdPersonFollow.md @@ -1,5 +1,7 @@ # Third Person Follow +[!include[](includes/package-version-message.md)] + Use Cinemachine CinemachineCamera’s **Third Person Follow** to keep the camera at a constant position and distance relative to a Tracking Target (subject to damping controls), tracking the target’s movement and rotation. The Third Person Follow’s mini-rig setup defines the camera position and distance relative to the target. With a suitable shoulder offset, this mini-rig can produce a third-person camera, where the character is offset in the frame and the camera looks over the character’s shoulder. With different settings, it can produce a first-person camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineTopDown.md b/com.unity.cinemachine/Documentation~/CinemachineTopDown.md index 0831ac9e4..fe4331c1f 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineTopDown.md +++ b/com.unity.cinemachine/Documentation~/CinemachineTopDown.md @@ -1,5 +1,7 @@ # Top-down games +[!include[](includes/package-version-message.md)] + Cinemachine CinemachineCameras are modelled after human camera operators and how they operate real-life cameras. As such, they have a sensitivity to the up/down axis, and always try to avoid introducing roll into the camera framing. Because of this sensitivity, the CinemachineCamera avoids looking straight up or down for extended periods. They may do it in passing, but if the __Look At__ target is straight up or down for extended periods, they will not always give the desired result. If you are building a top-down game where the cameras look straight down, the best practice is to redefine the up direction, for the purposes of the camera. You do this by setting the __World Up Override__ in the [Cinemachine Brain](CinemachineBrain.md) to a GameObject whose local up points in the direction that you want the CinemachineCamera’s up to normally be. This definition of Up is applied to all CinemachineCameras controlled by that Cinemachine Brain. diff --git a/com.unity.cinemachine/Documentation~/CinemachineUpgradeFrom2.md b/com.unity.cinemachine/Documentation~/CinemachineUpgradeFrom2.md index b3ef5f4af..c812320c0 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineUpgradeFrom2.md +++ b/com.unity.cinemachine/Documentation~/CinemachineUpgradeFrom2.md @@ -1,5 +1,7 @@ # Upgrade a Project from Cinemachine 2.x +[!include[](includes/package-version-message.md)] + Follow these instructions if your project currently uses Cinemachine 2.x and you need to upgrade it to Cinemachine 3.x. > [!CAUTION] diff --git a/com.unity.cinemachine/Documentation~/CinemachineUpgradeFromAssetStore.md b/com.unity.cinemachine/Documentation~/CinemachineUpgradeFromAssetStore.md index ed898daf5..c40fc73a8 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineUpgradeFromAssetStore.md +++ b/com.unity.cinemachine/Documentation~/CinemachineUpgradeFromAssetStore.md @@ -1,5 +1,7 @@ # Upgrade from the old Asset Store version of Cinemachine +[!include[](includes/package-version-message.md)] + If you already installed a very old version of Cinemachine from the Unity Asset Store, you should upgrade to the Cinemachine Package. > [!NOTE] diff --git a/com.unity.cinemachine/Documentation~/CinemachineUsingSplinePaths.md b/com.unity.cinemachine/Documentation~/CinemachineUsingSplinePaths.md index d469ce1e9..8450a20ee 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineUsingSplinePaths.md +++ b/com.unity.cinemachine/Documentation~/CinemachineUsingSplinePaths.md @@ -1,5 +1,7 @@ # Constrain a camera to a path +[!include[](includes/package-version-message.md)] + Use a [Spline](https://docs.unity3d.com/Packages/com.unity.splines@latest) to constrain the movement of a camera along a predefined and customizable path. A Spline path is a path formed by a Spline in a scene. Use a Spline to specify a fixed course to position or animate a CinemachineCamera. Use the [Spline Dolly](CinemachineSplineDolly.md) behaviour to make your CinemachineCamera follow a Spline path. diff --git a/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md b/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md index 87459e37c..3cf8bcb31 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md @@ -1,5 +1,7 @@ # Cinemachine Volume Settings Extension +[!include[](includes/package-version-message.md)] + Use the Cinemachine Volume Settings [extension](concept-procedural-motion.md#extensions) to attach an HDRP/URP VolumeSettings profile to a CinemachineCamera. The Cinemachine Volume Settings extension holds a Volume Settings Profile asset to apply to a CinemachineCamera when it is activated. If the camera is blending with another CinemachineCamera, then the blend weight is applied to the Volume Settings effects also. diff --git a/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md b/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md index 703fe389a..9f9f2351f 100644 --- a/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md +++ b/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md @@ -1,5 +1,7 @@ # Control and customize blends +[!include[](includes/package-version-message.md)] + Cinemachine offers a number of ways to control how one camera blends to another when the active camera changes. * The easiest and most common ways involve setting up assets to define rules about how to blend between specific cameras or families of cameras. diff --git a/com.unity.cinemachine/Documentation~/FreeLookCameras.md b/com.unity.cinemachine/Documentation~/FreeLookCameras.md index 21daba26e..5679d8cf0 100644 --- a/com.unity.cinemachine/Documentation~/FreeLookCameras.md +++ b/com.unity.cinemachine/Documentation~/FreeLookCameras.md @@ -1,5 +1,7 @@ # Create a FreeLook Camera +[!include[](includes/package-version-message.md)] + With Cinemachine 3.0, the FreeLook camera is no longer a separate class as it was in prior versions of Cinemachine. Instead, it is implemented by setting up a [CinemachineCamera](CinemachineCamera.md) with the appropriate behaviors. A FreeLook is a CinemachineCamera that tracks a GameObject target and allows the user to control the camera's viewing angle. Essentially, it is a camera that can orbit the target in response to user input. There are several possible ways to implement such a camera, each with its own style of behavior and idiosyncrasies. The one you choose will depend on the way your target moves, and on the specific camera behavior that you want. It's a good exercise to think carefully about how you want the camera to behave. There is no one-size-fits-all. diff --git a/com.unity.cinemachine/Documentation~/GroupingTargets.md b/com.unity.cinemachine/Documentation~/GroupingTargets.md index a4bc0d5ab..00b1503fc 100644 --- a/com.unity.cinemachine/Documentation~/GroupingTargets.md +++ b/com.unity.cinemachine/Documentation~/GroupingTargets.md @@ -1,5 +1,7 @@ # Follow and frame a group +[!include[](includes/package-version-message.md)] + Use Cinemachine Target Group to treat multiple Transforms as a single Tracking target. It can also be used as targets for procedural behaviours that need to know the size of the target, for example the [Group Framing](CinemachineGroupFraming.md) extension. diff --git a/com.unity.cinemachine/Documentation~/InputSystemComponents.md b/com.unity.cinemachine/Documentation~/InputSystemComponents.md index 498dece0d..2f5309e45 100644 --- a/com.unity.cinemachine/Documentation~/InputSystemComponents.md +++ b/com.unity.cinemachine/Documentation~/InputSystemComponents.md @@ -1,5 +1,7 @@ # Use Input System with Cinemachine +[!include[](includes/package-version-message.md)] + For more complex input configurations like supporting multiple devices, you will need to receive inputs from the `PlayerInput` component provided by the Input System package. The following section assumes you already know how to setup this component. For more information, see the [Input System](https://docs.unity3d.com/Packages/com.unity.inputsystem@1.5/manual/index.html) documentation and samples. ### Read from PlayerInput diff --git a/com.unity.cinemachine/Documentation~/InstallationAndUpgrade.md b/com.unity.cinemachine/Documentation~/InstallationAndUpgrade.md index 05cf1a84f..7383e6359 100644 --- a/com.unity.cinemachine/Documentation~/InstallationAndUpgrade.md +++ b/com.unity.cinemachine/Documentation~/InstallationAndUpgrade.md @@ -1,5 +1,7 @@ # Installation and upgrade +[!include[](includes/package-version-message.md)] + Cinemachine is a free package, available for any project. To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Manual/upm-ui.html). diff --git a/com.unity.cinemachine/Documentation~/KnownIssues.md b/com.unity.cinemachine/Documentation~/KnownIssues.md index 0211d6c6d..8d711008f 100644 --- a/com.unity.cinemachine/Documentation~/KnownIssues.md +++ b/com.unity.cinemachine/Documentation~/KnownIssues.md @@ -1,5 +1,7 @@ # Known Issues +[!include[](includes/package-version-message.md)] + ## Accumulation Buffer Projection Matrix If accumulation's "Anti-aliasing" option is enabled and the scene contains a Cinemachine camera cut, the camera's FOV will be incorrect after the cut. **Workaround**: Reset the projection matrix every frame, after CinemachineBrain has modified the camera. diff --git a/com.unity.cinemachine/Documentation~/Reference.md b/com.unity.cinemachine/Documentation~/Reference.md index dd882dc52..1afa059b5 100644 --- a/com.unity.cinemachine/Documentation~/Reference.md +++ b/com.unity.cinemachine/Documentation~/Reference.md @@ -1,5 +1,7 @@ # Reference +[!include[](includes/package-version-message.md)] + Here is a list of all components and assets available in the Cinemachine package, organized by concepts. diff --git a/com.unity.cinemachine/Documentation~/SimplePlayerController.md b/com.unity.cinemachine/Documentation~/SimplePlayerController.md index 2b91b51ca..7f313c07e 100644 --- a/com.unity.cinemachine/Documentation~/SimplePlayerController.md +++ b/com.unity.cinemachine/Documentation~/SimplePlayerController.md @@ -1,5 +1,7 @@ # Simple Player Controller +[!include[](includes/package-version-message.md)] + Cinemachine's Simple Player Controller is a suite of scripts that can be combined and configured to create character controllers which can be used in different contexts to implement several types of character movement. All of these scripts are provided as educational sample code, and the expectation is that you use them as a starting point, modifying and customizing them to suit your needs. The Simple Player Controller can work with Unity's [Character Controller](https://docs.unity3d.com/ScriptReference/CharacterController.html) behaviour or without it, according to your requirements. When the Character controller is present, character movement and grounded state are delegated to the Character Controller. Otherwise, the Simple Player Controller manages its own position and does a raycast to locate the ground. diff --git a/com.unity.cinemachine/Documentation~/ThirdPersonCameras.md b/com.unity.cinemachine/Documentation~/ThirdPersonCameras.md index 900adf7a0..9e23c0291 100644 --- a/com.unity.cinemachine/Documentation~/ThirdPersonCameras.md +++ b/com.unity.cinemachine/Documentation~/ThirdPersonCameras.md @@ -1,5 +1,7 @@ # Create a Third Person Camera +[!include[](includes/package-version-message.md)] + While it is possible - and often appropriate - to make a Third Person camera using a [FreeLook Camera](FreeLookCameras.md), there are cases where that doesn't give you all the control you need. For example, when you want to have an over-the-shoulder offset, or precise aiming control (in a shooter, for instance) and want to keep that control while blending to an aiming camera, it can be difficult to maintain the desired precision with the FreeLook. To address this problem, Cinemachine provides the [Third Person Follow](CinemachineThirdPersonFollow.md) behaviour. The paradigm for using this behaviour is not the same as with the FreeLook. Specifically, the ThirdPersonCamera is rigidly attached to the Tracking target, and to aim the camera, you must rotate the target itself. The camera's forward direction will always match the Target's forward direction, even though the camera is offset a little from the target, as specified in the rig settings. diff --git a/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md b/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md index 87581d14e..32253bf67 100644 --- a/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md +++ b/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md @@ -1,5 +1,7 @@ # Camera control and transitions +[!include[](includes/package-version-message.md)] + Learn about the conditions and mechanisms that make Cinemachine Cameras take turns controlling the Unity Camera and transition between each other by blend or cut. ## Cinemachine Camera states diff --git a/com.unity.cinemachine/Documentation~/concept-essential-elements.md b/com.unity.cinemachine/Documentation~/concept-essential-elements.md index 3bde85851..aeed68859 100644 --- a/com.unity.cinemachine/Documentation~/concept-essential-elements.md +++ b/com.unity.cinemachine/Documentation~/concept-essential-elements.md @@ -1,5 +1,7 @@ # Cinemachine essential elements +[!include[](includes/package-version-message.md)] + Learn about the essential elements that make a functional Cinemachine environment. ## Overview diff --git a/com.unity.cinemachine/Documentation~/concept-procedural-motion.md b/com.unity.cinemachine/Documentation~/concept-procedural-motion.md index 6df1cb134..f874b4ebc 100644 --- a/com.unity.cinemachine/Documentation~/concept-procedural-motion.md +++ b/com.unity.cinemachine/Documentation~/concept-procedural-motion.md @@ -1,5 +1,7 @@ # Procedural Motion +[!include[](includes/package-version-message.md)] + On its own, a Cinemachine Camera is a **passive** GameObject that acts as a camera placeholder that you can, for example: * Place in a fixed location with a static aim. * Parent to another GameObject to make it move and rotate along with it. diff --git a/com.unity.cinemachine/Documentation~/concept-timeline.md b/com.unity.cinemachine/Documentation~/concept-timeline.md index 02e2a766f..833447c0d 100644 --- a/com.unity.cinemachine/Documentation~/concept-timeline.md +++ b/com.unity.cinemachine/Documentation~/concept-timeline.md @@ -1,5 +1,7 @@ # Cinemachine and Timeline +[!include[](includes/package-version-message.md)] + Use [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@latest) to activate, deactivate, and blend between CinemachineCameras when you need to produce a predictable shot sequence with choreographed cameras. **Tip**: For simple shot sequences, you can also use a [Cinemachine Sequencer Camera](CinemachineSequencerCamera.md) instead of Timeline. diff --git a/com.unity.cinemachine/Documentation~/concept.md b/com.unity.cinemachine/Documentation~/concept.md index a6cd129f8..ad59295c6 100644 --- a/com.unity.cinemachine/Documentation~/concept.md +++ b/com.unity.cinemachine/Documentation~/concept.md @@ -1,5 +1,7 @@ # Discover Cinemachine concepts +[!include[](includes/package-version-message.md)] + Learn about the Cinemachine base elements and core functionality. | Section | Description | diff --git a/com.unity.cinemachine/Documentation~/get-started.md b/com.unity.cinemachine/Documentation~/get-started.md index 5293e8c50..3d1e8ec57 100644 --- a/com.unity.cinemachine/Documentation~/get-started.md +++ b/com.unity.cinemachine/Documentation~/get-started.md @@ -1,5 +1,7 @@ # Get started with Cinemachine +[!include[](includes/package-version-message.md)] + Get the essential information to understand how Cinemachine works and follow instructions to set up the minimum functional layers to start using Cinemachine in your project. diff --git a/com.unity.cinemachine/Documentation~/handles.md b/com.unity.cinemachine/Documentation~/handles.md index 796c11abc..c92bb7100 100644 --- a/com.unity.cinemachine/Documentation~/handles.md +++ b/com.unity.cinemachine/Documentation~/handles.md @@ -1,5 +1,7 @@ # Cinemachine Handle toolbar +[!include[](includes/package-version-message.md)] + The Cinemachine Handle toolbar is a group of 3D controls that allow you to manipulate CinemachineCamera parameters visually in the Scene view. You can use the handle tools to interactively adjust the selected object's parameters quickly and efficiently rather than controlling them via the inspector. The toolbar automatically appears in the Scene view **toolbar** Overlay when you select a type of CinemachineCamera with an associated handle. diff --git a/com.unity.cinemachine/Documentation~/index.md b/com.unity.cinemachine/Documentation~/index.md index acf5a9704..47e7569e6 100644 --- a/com.unity.cinemachine/Documentation~/index.md +++ b/com.unity.cinemachine/Documentation~/index.md @@ -1,5 +1,7 @@ # Cinemachine package +[!include[](includes/package-version-message.md)] + ![Unity Cinemachine](images/CinemachineSplash.png) >[!NOTE] diff --git a/com.unity.cinemachine/Documentation~/preview-and-author-in-first-person.md b/com.unity.cinemachine/Documentation~/preview-and-author-in-first-person.md index 56a4ad834..3c42c8591 100644 --- a/com.unity.cinemachine/Documentation~/preview-and-author-in-first-person.md +++ b/com.unity.cinemachine/Documentation~/preview-and-author-in-first-person.md @@ -1,5 +1,7 @@ # Preview and author a Cinemachine Camera in first person +[!include[](includes/package-version-message.md)] + > [!NOTE] > The following tasks require the use of Unity's [Cameras overlay](https://docs.unity3d.com/Manual/cameras-overlay.html). To benefit from the full functionality described in this page, you have to use Unity 6.0 or later. diff --git a/com.unity.cinemachine/Documentation~/samples-import.md b/com.unity.cinemachine/Documentation~/samples-import.md index b1070e82a..47e70425b 100644 --- a/com.unity.cinemachine/Documentation~/samples-import.md +++ b/com.unity.cinemachine/Documentation~/samples-import.md @@ -1,5 +1,7 @@ ## Import samples to your project +[!include[](includes/package-version-message.md)] + To import a **Cinemachine** sample to your project: 1. Open the [Package manager window](https://docs.unity3d.com/Manual/upm-ui-access.html). diff --git a/com.unity.cinemachine/Documentation~/samples-tutorials.md b/com.unity.cinemachine/Documentation~/samples-tutorials.md index bbf724e20..7bd12c6fe 100644 --- a/com.unity.cinemachine/Documentation~/samples-tutorials.md +++ b/com.unity.cinemachine/Documentation~/samples-tutorials.md @@ -1,5 +1,7 @@ # Samples and tutorials +[!include[](includes/package-version-message.md)] + Several sample scenes and video tutorials are available in addition to this documentation to demonstrate how to use the Cinemachine features in real-world scenarios. ## Sample scenes diff --git a/com.unity.cinemachine/Documentation~/setup-apply-noise.md b/com.unity.cinemachine/Documentation~/setup-apply-noise.md index 012727dcc..4cec264eb 100644 --- a/com.unity.cinemachine/Documentation~/setup-apply-noise.md +++ b/com.unity.cinemachine/Documentation~/setup-apply-noise.md @@ -1,5 +1,7 @@ # Apply noise to simulate camera shake +[!include[](includes/package-version-message.md)] + To apply a noise behavior to a Cinemachine Camera: 1. In the Hierarchy, select your Cinemachine Camera. diff --git a/com.unity.cinemachine/Documentation~/setup-cinemachine-environment.md b/com.unity.cinemachine/Documentation~/setup-cinemachine-environment.md index 208ebe178..9415bd2c1 100644 --- a/com.unity.cinemachine/Documentation~/setup-cinemachine-environment.md +++ b/com.unity.cinemachine/Documentation~/setup-cinemachine-environment.md @@ -1,5 +1,7 @@ # Set up a basic Cinemachine environment +[!include[](includes/package-version-message.md)] + Set up your Unity project with the [minimum required elements](concept-essential-elements.md) to make a functional Cinemachine environment: * Create a passive Cinemachine Camera – with no specific behavior by definition, diff --git a/com.unity.cinemachine/Documentation~/setup-follow-camera.md b/com.unity.cinemachine/Documentation~/setup-follow-camera.md index f25669f8b..dc7fd7743 100644 --- a/com.unity.cinemachine/Documentation~/setup-follow-camera.md +++ b/com.unity.cinemachine/Documentation~/setup-follow-camera.md @@ -1,5 +1,7 @@ # Follow and frame a character +[!include[](includes/package-version-message.md)] + Create and set up a Cinemachine Camera that automatically follows and frames a character. > [!NOTE] diff --git a/com.unity.cinemachine/Documentation~/setup-multiple-cameras.md b/com.unity.cinemachine/Documentation~/setup-multiple-cameras.md index 637db3099..c125a1cb5 100644 --- a/com.unity.cinemachine/Documentation~/setup-multiple-cameras.md +++ b/com.unity.cinemachine/Documentation~/setup-multiple-cameras.md @@ -1,5 +1,7 @@ # Set up multiple Cinemachine Cameras and transitions +[!include[](includes/package-version-message.md)] + Set up a Cinemachine environment with multiple Cinemachine Cameras and manage [camera control and transitions](concept-camera-control-transitions.md): * Create multiple Cinemachine Cameras with different properties, diff --git a/com.unity.cinemachine/Documentation~/setup-procedural-behavior.md b/com.unity.cinemachine/Documentation~/setup-procedural-behavior.md index 4b0b794a8..4ba7bfacd 100644 --- a/com.unity.cinemachine/Documentation~/setup-procedural-behavior.md +++ b/com.unity.cinemachine/Documentation~/setup-procedural-behavior.md @@ -1,5 +1,7 @@ # Add procedural behavior to a Cinemachine Camera +[!include[](includes/package-version-message.md)] + Set up a Cinemachine Camera with [procedural behaviors](concept-procedural-motion.md): * Add behaviors to control the camera position and rotation, diff --git a/com.unity.cinemachine/Documentation~/setup-timeline.md b/com.unity.cinemachine/Documentation~/setup-timeline.md index 72730eedf..9ee2d9ce0 100644 --- a/com.unity.cinemachine/Documentation~/setup-timeline.md +++ b/com.unity.cinemachine/Documentation~/setup-timeline.md @@ -1,5 +1,7 @@ # Set up Timeline with Cinemachine Cameras +[!include[](includes/package-version-message.md)] + Set up [Timeline in a Cinemachine environment](concept-timeline.md) to choreograph Cinemachine Cameras and produce a predictable shot sequence: * Prepare multiple Cinemachine Cameras to support the various shots, diff --git a/com.unity.cinemachine/Documentation~/ui-ref-pre-built-cameras.md b/com.unity.cinemachine/Documentation~/ui-ref-pre-built-cameras.md index ba40ca638..4b1fe4cf4 100644 --- a/com.unity.cinemachine/Documentation~/ui-ref-pre-built-cameras.md +++ b/com.unity.cinemachine/Documentation~/ui-ref-pre-built-cameras.md @@ -1,5 +1,7 @@ # Pre-built Cinemachine Cameras +[!include[](includes/package-version-message.md)] + The Cinemachine package includes a series of shortcuts for pre-built Cinemachine Cameras that target specific use cases. To use a pre-built Cinemachine Cameras, from the Editor's menu, select **GameObject** > **Cinemachine**, and then select the camera type according to the following list: diff --git a/com.unity.cinemachine/Documentation~/ui-ref.md b/com.unity.cinemachine/Documentation~/ui-ref.md index b367eab38..4895ba799 100644 --- a/com.unity.cinemachine/Documentation~/ui-ref.md +++ b/com.unity.cinemachine/Documentation~/ui-ref.md @@ -1,5 +1,7 @@ # Use convenient tools and shortcuts +[!include[](includes/package-version-message.md)] + Use UI tools and helpers to target the proper Cinemachine elements to set up according to your needs and ease your Cinemachine environment configuration experience. | Feature | Description | diff --git a/com.unity.cinemachine/Documentation~/whats-new.md b/com.unity.cinemachine/Documentation~/whats-new.md index c8217ddcc..c828e3339 100644 --- a/com.unity.cinemachine/Documentation~/whats-new.md +++ b/com.unity.cinemachine/Documentation~/whats-new.md @@ -1,5 +1,7 @@ # What's new in Cinemachine 3 +[!include[](includes/package-version-message.md)] + This page describes the main new features and changes in Cinemachine 3. ## Major API changes