camera-systems
Camera engineering in Unity with Cinemachine - Cinemachine 2 vs 3 differences, virtual cameras or CinemachineCamera, brain, priority-based switching, follow and aim behaviours, blends, impulse and screen shake, confiner and collision avoidance, third-person orbital, first person, top-down and 2D pixel perfect cameras, Timeline and cutscene cameras, camera state tied to game state, camera-relative input, split-screen, FOV effects, motion-sickness accessibility options, update method and jitter, performance, and debugging. Load when setting up or debugging cameras, shake, blends, camera jitter, or player view options.
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