A walkthrough of Unity's Cinemachine package, explaining how virtual cameras and the Cinemachine Brain work together to manage camera switching and smooth blending. Covers three practical use cases: dynamically creating follow cameras for robots at runtime using scripts, keeping cameras locked on moving objects without clipping, and rendering a 3D camera view directly into a dashboard UI. Also explains the difference between render texture-based mini-maps and direct camera overlay approaches, including how to handle UI resizing for the 3D viewport.
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