Cinemachine is a modular suite of camera tools for Unity which give AAA game quality controls for every camera in your project (Unreal coming soon) . It’s an easy to install plugin which lets you add functionality to cameras you’ve already got, or make new ones with amazing behaviors.
The modular system allows you to combine elements and build smart rigs for everything from procedural gameplay cameras all the way to completely fixed hand animated cutscenes, and everything in-between.
The heart of Cinemachine is the Base Rig. It sets up a virtual camera system inside Unity and holds the data for how each camera will blend together. Unity likes only one camera being active camera at a time, which makes the blending of two shots effectively impossible. Cinemachine goes above this with an architecture where multiple virtual cameras are blended between each other and the product is fed to the main ‘real’ camera.
Cinemachine also supports an environment where you can switch between different render settings, postFX, culling masks – or any other component on a camera. Keep the configuration of the main camera as-is and just animate it, or switch between different postFX on a shot by shot basis. The data is light when you don’t need, yet the architecture is there ready for when you do.
Composer cinematically tracks and composes moving objects. A ‘machine vision’ smart camera operator which films the actions based on your direction
Transposer mount cameras to objects
Noise from handheld behaviours to speed vibrations and everything in-between
Blender blend from one camera to the next
Priority Stack choose the best camera based on the scenario
In this talk from Unite 2015, the developers show the use of Cinemachine Composer camera system starting around 13:00