diff --git a/com.unity.cinemachine/CHANGELOG.md b/com.unity.cinemachine/CHANGELOG.md
index 9d74ec2c8..a47aa3497 100644
--- a/com.unity.cinemachine/CHANGELOG.md
+++ b/com.unity.cinemachine/CHANGELOG.md
@@ -4,7 +4,7 @@ All notable changes to this package will be documented in this file.
The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/)
and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html).
-## [3.1.5] - 2025-012-31
+## [3.1.5] - 2025-12-31
### Unreleased
### Bugfixes
@@ -22,6 +22,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Added `CinemachineConfiner2D.CameraWasDisplaced()` and `CinemachineConfiner2D.GetCameraDisplacementDistance()` methods.
- Added `InputAxisControllerBase.GetController()` method, to conveniently fetch an Input Controller having a specific name.
- Added `InputAxisControllerBase.TriggerRecentering()` to trigger recentering of an axis having a specific name.
+- Added PerspectiveToOrthoCustomBlend sample scene.
- Added "Recenter" button to input axis inspector, to immediately center the axis.
- Added new Portals sample scene to illustrate camera teleportation.
diff --git a/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md b/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md
new file mode 100644
index 000000000..703fe389a
--- /dev/null
+++ b/com.unity.cinemachine/Documentation~/ControllingAndCustomizingBlends.md
@@ -0,0 +1,62 @@
+# Control and customize blends
+
+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.
+
+* For more advanced users, it's possible to drive blend styles based on game events or other dynamic criteria, and even to customize the blend algorithm itself, but these techniques require some custom coding.
+
+## Default blend
+
+The most basic strategy is to set up a **Default Blend** in the [Cinemachine Brain](CinemachineBrain.md). Cinemachine uses this blend setting for all blends that are not covered by more specific settings and rules.
+
+**Default Blend** is available in the Cinemachine Brain, and in Cinemachine Manager Cameras which themselves control and blend between a set of child cameras, such as [Clear Shot Camera](CinemachineClearShot.md) and [State-Driven Camera](CinemachineStateDrivenCamera.md).
+
+## Custom blends with Blender Settings asset
+
+All Cinemachine components that have a **Default Blend** property also have a **Custom Blends** setting which holds a [Blender Settings asset](CinemachineBlending.md).
+
+A Blender Settings asset contains a list of blend settings to apply when blending between cameras with specific names. With this asset, you can control how individual cameras blend to other cameras by setting their blend curves and blend durations.
+
+Any blends with cameras that are not listed in the **Blender Settings** rules fall back to the **Default Blend**.
+
+## Timeline shot overlapping
+
+Timeline explicitly controls blends that you make by [overlapping Cinemachine Shots](setup-timeline.md) on the Timeline's [Cinemachine Track](concept-timeline.md). These blends are not affected by the other blend control settings like **Default Blend** and **Custom Blends** with Blender Settings assets.
+
+The blend duration is determined by the overlap size, and you can control the blend curve with the easing curves specified in the Cinemachine Shot (which by default are ease-in-ease-out).
+
+> [!NOTE]
+> This precise control is obtained only when overlapping Cinemachine Shots. If you use [Activation Tracks in Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@latest/index.html?subfolder=/manual/insp-trk-act.html) to activate and deactivate Cinemachine Cameras, then the standard blending controls (**Default Blend** and **Custom Blends** with Blender Settings asset) always apply for those blends.
+
+## Blend Hints
+
+Each [Cinemachine Camera](CinemachineCamera.md) has a **Blend Hint** property. This influences the way that the camera is blended with other cameras. It doesn't control the timing, but rather the algorithm, so it's orthogonal to the other controls mentioned above.
+
+The hints you set there can affect the way Cinemachine interpolates the camera position and rotation. You can control whether the LookAt target is taken into account. You can also control whether the blend is from a live moving camera or based on a snapshot of the outgoing camera taken at the start of the blend.
+
+## `CinemachineCore.GetBlendOverride`
+
+Every time Cinemachine creates a blend, a `CinemachineCore.GetBlendOverride` delegate is called giving you a chance to override the settings of that blend based on arbitrary dynamic criteria.
+
+If you install a handler for this delegate, then your handler can check things like game context and decide either to allow the blend to remain as-is, or to override such things as blend style, blend duration, or blend algorithm.
+
+This is an advanced technique and requires scripting to implement the event handler.
+
+> [!NOTE]
+> This delegate is NOT called for blends created by overlapping Timeline Shots. There is an expectation that Timeline precisely controls the blending, and this cannot be overridden.
+
+## `CinemachineCore.GetCustomBlender`
+
+The most advanced level of control is to customize the blend algorithm itself. Cinemachine has a sophisticated algorithm for lerping camera states (`CameraState.Lerp()`), which interpolates position, rotation, lens settings, and other attributes while taking into account blend hints and the screen position of the lookAt target.
+
+These things are all lerped at the same rate, so position, rotation, and lens all change together. You may have a situation where you want the rotation to happen first, or the position to follow a path, or some other requirement that Cinemachine doesn't handle natively.
+
+In this case, you can author a custom blender, which implements the `CinemachineBlend.IBlender` interface. You can provide Cinemachine with this blender by hooking into the `CinemachineCore.GetCustomBlender` delegate. Cinemachine calls this delegate whenever a blend is created, even from Timeline. You can check the cameras to be blended and whatever other state you like, and either provide a custom blender or return null for the default one.
+
+Cinemachine comes with two [sample scenes](samples-tutorials.md), `Early LookAt Custom Blend` and `Perspective To Ortho Custom Blend`, which illustrate this technique. Coding profficiency is required.
+
+## Additional resources
+
+* [Camera control and transitions](concept-camera-control-transitions.md)
+* [Cinemachine and Timeline](concept-timeline.md)
diff --git a/com.unity.cinemachine/Documentation~/TableOfContents.md b/com.unity.cinemachine/Documentation~/TableOfContents.md
index 54ddbbfe0..452a6b2b2 100644
--- a/com.unity.cinemachine/Documentation~/TableOfContents.md
+++ b/com.unity.cinemachine/Documentation~/TableOfContents.md
@@ -36,6 +36,7 @@
* [Filtering impulses](CinemachineImpulseFiltering.md)
* [Split screen and multiple Unity Cameras](CinemachineMultipleCameras.md)
* [Use Input System with Cinemachine](InputSystemComponents.md)
+* [Control and customize blends](ControllingAndCustomizingBlends.md)
* [Samples and tutorials](samples-tutorials.md)
* [Import samples to your project](samples-import.md)
* [Simple Player Controller](SimplePlayerController.md)
diff --git a/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md b/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md
index 8698ab462..602db689e 100644
--- a/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md
+++ b/com.unity.cinemachine/Documentation~/concept-camera-control-transitions.md
@@ -57,4 +57,5 @@ _**Cut example:** two Cinemachine Cameras taking turns controlling the Unity Cam
## Additional resources
-* [Set up multiple Cinemachine Cameras and transitions](setup-multiple-cameras.md)
\ No newline at end of file
+* [Set up multiple Cinemachine Cameras and transitions](setup-multiple-cameras.md)
+* [Control and customize blends](ControllingAndCustomizingBlends.md)
diff --git a/com.unity.cinemachine/Documentation~/samples-tutorials.md b/com.unity.cinemachine/Documentation~/samples-tutorials.md
index 10d23612f..a1002775f 100644
--- a/com.unity.cinemachine/Documentation~/samples-tutorials.md
+++ b/com.unity.cinemachine/Documentation~/samples-tutorials.md
@@ -24,14 +24,15 @@ Once you import the 3D Samples set, the following scenes are available in the `A
| :--- | :--- |
| **Brain Update Modes** |
- Prevent animated characters from jittering in the camera view.
- Understand the effect of the Cinemachine Brain Update Method according to the way you move the framed characters.
|
| **Clear Shot** | - Set up a group of fixed and moving cameras that target the same player from different perspectives.
- Automatically select the best shot based on occlusion (when the current camera loses sight of the player).
|
-| **Custom Blends** | - Author a custom camera blending algorithm.
- Map the custom algorithm to a Cinemachine Brain event.
|
| **Cutscene** | - Set up a cutscene with camera blends and asset animations in Timeline.
- Trigger a cutscene that blends in from the game camera, plays through, and then blends back out to the game camera.
|
+| **Early LookAt Custom Blend** | - Author a custom camera blending algorithm.
- Hook into Cinemachine's blend creation to override the default blend algorithm.
|
| **Fly around** | - Set up a first-person fly around camera with basic height and speed controls. |
| **FreeLook Deoccluder** |
- Set up a free look camera that handles occlusion by walls to keep the player in view.
- Set up the scene and the camera to consider certain objects as transparent and ignore them in the occlusion evaluation.
|
| **FreeLook on Spherical Surface** | - Set up a free look camera that automatically re-orients to follow a player that can walk on any surface.
- Set up the camera to follow the character either lazily or actively.
|
| **Impulse Wave** | - Set up the the camera and objects in the scene to make them react to impulse waves.
- Invoke an impulse from a fixed epicenter.
- Trigger an impulse when the player jumps.
|
| **Lock-on Target** | - Set up a simple third-person free look camera to look at the player and rotate around it with the mouse.
- Set up a camera that looks at the player and locks on a boss character when the player enters a trigger zone.
|
| **Mixing Camera** | - Set up a camera group that continuously blends multiple cameras as a function of the car speed.
- Set up a fixed camera that activates for a cut-in when the car enters a two-ramp stunt zone, to frame the car jump from the side.
|
+| **Perspective To Ortho Custom Blend** | - Author a custom camera blending algorithm.
- Hook into Cinemachine's blend creation to override the default blend algorithm.
- Create a smooth perspective-to-orthographic blend, which is not natively supported by Cinemachine.
|
| **Portals** | - Seamlessly teleport a player and its FreeLook camera.
|
| **Running Race** | - Set up a clear shot group of cameras that each follow a different runner.
- Customize the clear shot quality assessment to always have the race leader in the center of the camera view.
- Set up an on-demand camera that frames all runners.
- Emulate players that move along predefined paths.
|
| **Split Screen Car** | - Display two racing cars in a split screen configuration.
|
diff --git a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends/BlendStyleManager.cs b/com.unity.cinemachine/Samples~/3D Samples/Custom Blends/BlendStyleManager.cs
deleted file mode 100644
index 85884b096..000000000
--- a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends/BlendStyleManager.cs
+++ /dev/null
@@ -1,65 +0,0 @@
-using UnityEngine;
-
-namespace Unity.Cinemachine.Samples
-{
- public class BlendStyleManager : MonoBehaviour
- {
- class EarlyLookBlender : CinemachineBlend.IBlender
- {
- // This method is free to blend the states any way it likes.
- // In this case, we do a default blend then override the rotation to make
- // it happen at the beginning of the blend.
- public CameraState GetIntermediateState(ICinemachineCamera CamA, ICinemachineCamera CamB, float t)
- {
- var stateA = CamA.State;
- var stateB = CamB.State;
-
- // Standard blend - first we disable cylindrical position
- stateA.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend;
- stateB.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend;
- var state = CameraState.Lerp(stateA, stateB, t);
-
- // Override the rotation blend: look directly at the new target
- // at the start of the blend
- const float kFinishRotatingAt = 0.2f;
- var rotB = Quaternion.LookRotation(
- stateB.ReferenceLookAt - state.RawPosition, state.ReferenceUp);
- state.RawOrientation = Quaternion.Slerp(
- stateA.RawOrientation, rotB, Damper.Damp(1, kFinishRotatingAt, t));
-
- return state;
- }
- }
-
- EarlyLookBlender m_CustomBlender = new ();
-
- bool m_UseCustomBlend;
-
- public void OnBlendCreated(CinemachineCore.BlendEventParams evt)
- {
- // Override the blender with a custom blender
- if (m_UseCustomBlend)
- evt.Blend.CustomBlender = m_CustomBlender;
- }
-
- public void DefaultBlend()
- {
- m_UseCustomBlend = false;
- ChangeCamera();
- }
-
- public void CustomBlend()
- {
- m_UseCustomBlend = true;
- ChangeCamera();
- }
-
- void ChangeCamera()
- {
- // Cycle through all the virtual cameras, assuming that they all have the same priority.
- // Prioritize the least-recently used one.
- int numCameras = CinemachineCore.VirtualCameraCount;
- CinemachineCore.GetVirtualCamera(numCameras - 1).Prioritize();
- }
- }
-}
\ No newline at end of file
diff --git a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends/Custom Blends.unity b/com.unity.cinemachine/Samples~/3D Samples/EarlyLookAtCustomBlend.unity
similarity index 84%
rename from com.unity.cinemachine/Samples~/3D Samples/Custom Blends/Custom Blends.unity
rename to com.unity.cinemachine/Samples~/3D Samples/EarlyLookAtCustomBlend.unity
index 76c27c8c1..c7d7ff14f 100644
--- a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends/Custom Blends.unity
+++ b/com.unity.cinemachine/Samples~/3D Samples/EarlyLookAtCustomBlend.unity
@@ -13,7 +13,7 @@ OcclusionCullingSettings:
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m_PVRFilteringGaussRadiusDirect: 1
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+ m_PVRFilteringGaussRadiusIndirect: 1
+ m_PVRFilteringGaussRadiusAO: 1
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+ case we are blending between perspective and orthographic cameras, which
+ is not natively supported by Cinemachine.
+
+
+ Because it''s not possible
+ to lerp between perspective and ortho cameras, we approximate the ortho camera
+ with a perspective camera placed far away with a small fov, and blend to
+ that. Afterwards, we simply cut to the ortho camera.
+
+
+ The implementation
+ is in the PerspectiveToOrthoCustomBlender on the Custom Blender object.
+ It hooks into Cinemachine''s blend creation, and overrides the default blend
+ algorithm when it detects blending between perspective and orthographic cameras.
+
+
+ If
+ you disable the Custom Blender object, you will see what the default blend
+ looks like.'
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diff --git a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends.meta b/com.unity.cinemachine/Samples~/3D Samples/PerspectiveToOrthoCustomBlend.unity.meta
similarity index 67%
rename from com.unity.cinemachine/Samples~/3D Samples/Custom Blends.meta
rename to com.unity.cinemachine/Samples~/3D Samples/PerspectiveToOrthoCustomBlend.unity.meta
index 02c8818c8..13a1fff66 100644
--- a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends.meta
+++ b/com.unity.cinemachine/Samples~/3D Samples/PerspectiveToOrthoCustomBlend.unity.meta
@@ -1,6 +1,5 @@
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diff --git a/com.unity.cinemachine/Samples~/Shared Assets/Scripts/EarlyLookAtCustomBlender.cs b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/EarlyLookAtCustomBlender.cs
new file mode 100644
index 000000000..e58e66dcc
--- /dev/null
+++ b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/EarlyLookAtCustomBlender.cs
@@ -0,0 +1,72 @@
+using UnityEngine;
+
+namespace Unity.Cinemachine.Samples
+{
+ public class EarlyLookAtCustomBlender : MonoBehaviour, CinemachineBlend.IBlender
+ {
+ // CinemachineBlend.IBlender implementation:
+ // This method is free to blend the states any way it likes.
+ // In this case, we do a default blend then override the rotation to make
+ // it happen at the beginning of the blend.
+ public CameraState GetIntermediateState(ICinemachineCamera CamA, ICinemachineCamera CamB, float t)
+ {
+ var stateA = CamA.State;
+ var stateB = CamB.State;
+
+ // Standard blend - first we disable cylindrical position
+ stateA.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend;
+ stateB.BlendHint &= ~CameraState.BlendHints.CylindricalPositionBlend;
+ var state = CameraState.Lerp(stateA, stateB, t);
+
+ // Override the rotation blend: look directly at the new target
+ // at the start of the blend
+ const float kFinishRotatingAt = 0.2f;
+ var rotB = Quaternion.LookRotation(
+ stateB.ReferenceLookAt - state.RawPosition, state.ReferenceUp);
+ state.RawOrientation = Quaternion.Slerp(
+ stateA.RawOrientation, rotB, Damper.Damp(1, kFinishRotatingAt, t));
+
+ return state;
+ }
+
+ void OnEnable() => CinemachineCore.GetCustomBlender += GetCustomBlender;
+ void OnDisable() => CinemachineCore.GetCustomBlender -= GetCustomBlender;
+
+ // CinemachineCore.GetCustomBlender handler
+ CinemachineBlend.IBlender GetCustomBlender(ICinemachineCamera camA, ICinemachineCamera camB)
+ {
+ // Override the blender with a custom blender if the game state demands it
+ if (m_UseCustomBlend)
+ return this;
+
+ // Use default blender
+ return null;
+ }
+
+ // The remainder of this code is demo-specific implementation
+
+ bool m_UseCustomBlend;
+
+ // Callback for UX button
+ public void DefaultBlend()
+ {
+ m_UseCustomBlend = false;
+ ChangeCamera();
+ }
+
+ // Callback for UX button
+ public void CustomBlend()
+ {
+ m_UseCustomBlend = true;
+ ChangeCamera();
+ }
+
+ void ChangeCamera()
+ {
+ // Cycle through all the virtual cameras, assuming that they all have the same priority.
+ // Prioritize the least-recently used one.
+ int numCameras = CinemachineCore.VirtualCameraCount;
+ CinemachineCore.GetVirtualCamera(numCameras - 1).Prioritize();
+ }
+ }
+}
\ No newline at end of file
diff --git a/com.unity.cinemachine/Samples~/3D Samples/Custom Blends/BlendStyleManager.cs.meta b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/EarlyLookAtCustomBlender.cs.meta
similarity index 100%
rename from com.unity.cinemachine/Samples~/3D Samples/Custom Blends/BlendStyleManager.cs.meta
rename to com.unity.cinemachine/Samples~/Shared Assets/Scripts/EarlyLookAtCustomBlender.cs.meta
diff --git a/com.unity.cinemachine/Samples~/Shared Assets/Scripts/PerspectiveToOrthoCustomBlender.cs b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/PerspectiveToOrthoCustomBlender.cs
new file mode 100644
index 000000000..766868e2c
--- /dev/null
+++ b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/PerspectiveToOrthoCustomBlender.cs
@@ -0,0 +1,110 @@
+using UnityEngine;
+
+namespace Unity.Cinemachine.Samples
+{
+ ///
+ /// This behaviour implements a custom algorithm to provide smooth blends between perspective
+ /// and ortho cameras. Drop it into your scene, and while enabled it will override the default
+ /// blending algorithms when appropriate.
+ ///
+ /// Specifically, if one camera is perspective and the other is orthographic, and if the orthographic
+ /// camera has a LookAt target, the custom blend will be used.
+ ///
+ /// Because it's not possible to lerp between perspective and ortho cameras, we approximate the ortho
+ /// camera with a perspective camera placed far away with a small fov, and blend to that. Afterwards,
+ /// we simply cut to the ortho camera.
+ ///
+ /// This class illustrates the use of the CinemachineCore.GetCustomBlender hook, and shows how to
+ /// implement the CinemachineBlend.IBlender interface.
+ ///
+ [ExecuteAlways]
+ public class PerspectiveToOrthoCustomBlender : MonoBehaviour, CinemachineBlend.IBlender
+ {
+ [Tooltip("Minimum distance at which to place the perspective camera which will mimic the orthographic one. \n"
+ + "Changing this distance may affect the feel of the blend: a large distance will produce a better approximation "
+ + "of the ortho camera, but will also make the FOV change happen more quickly at the start of the blend. \n"
+ + "Keep this distance as small as you can tolerate, to avoid precision errors which can be present at "
+ + "large camera distances.")]
+ public float FakeOrthoCameraDistance = 100;
+
+ void OnEnable() => CinemachineCore.GetCustomBlender += GetCustomBlender;
+ void OnDisable() => CinemachineCore.GetCustomBlender -= GetCustomBlender;
+
+ // CinemachineCore.GetCustomBlender handler
+ CinemachineBlend.IBlender GetCustomBlender(ICinemachineCamera camA, ICinemachineCamera camB)
+ {
+ // Use the custom blender if and only if we're transitioning between ortho and perspective cameras
+ if (camA != null && camB != null)
+ {
+ var stateA = camA.State;
+ var stateB = camB.State;
+ if (IsBlendToOrthoCandidate(ref stateA, ref stateB))
+ return this;
+ }
+ // Use default blender
+ return null;
+ }
+
+ // CinemachineBlend.IBlender implementation
+ public CameraState GetIntermediateState(ICinemachineCamera camA, ICinemachineCamera camB, float t)
+ {
+ var stateA = camA.State;
+ var stateB = camB.State;
+
+ // This can happen if we're blending intermediate states due to interrupted blend
+ if (!IsBlendToOrthoCandidate(ref stateA, ref stateB))
+ return CameraState.Lerp(stateA, stateB, t);
+
+ if (!stateA.Lens.Orthographic)
+ return BlendToOrtho(ref stateA, ref stateB, t);
+
+ return BlendToOrtho(ref stateB, ref stateA, 1-t);
+ }
+
+ bool IsBlendToOrthoCandidate(ref CameraState stateA, ref CameraState stateB)
+ {
+ bool orthoA = stateA.Lens.Orthographic;
+ bool orthoB = stateB.Lens.Orthographic;
+
+ // A lookAt target is required on the ortho camera in order to establish the mimic fov
+ return orthoA != orthoB && ((orthoA && stateA.HasLookAt()) || (orthoB && stateB.HasLookAt()));
+ }
+
+ // Replaces stateB with a fake ortho camera which is a far-away perspective camera with a small fov
+ CameraState BlendToOrtho(ref CameraState stateA, ref CameraState stateB, float t)
+ {
+ var lensB = stateB.Lens;
+ var orthoSize = lensB.OrthographicSize;
+
+ var lookAt = stateB.ReferenceLookAt;
+ if (!stateA.HasLookAt())
+ stateA.ReferenceLookAt = lookAt;
+
+ var distanceFromTarget = Vector3.Distance(lookAt, stateB.GetCorrectedPosition());
+
+ // We want it to be far compared to the ortho size
+ var extraDistance = Mathf.Max(0, Mathf.Max(FakeOrthoCameraDistance, orthoSize * 20) - distanceFromTarget);
+
+ var rotB = stateB.GetFinalOrientation();
+ stateB.RawPosition = stateB.GetCorrectedPosition() + rotB * Vector3.back * extraDistance;
+ stateB.PositionCorrection = Vector3.zero;
+ stateB.ReferenceUp = rotB * Vector3.up;
+
+ // Force a spherical position algorithm
+ stateB.BlendHint |= CameraState.BlendHints.SphericalPositionBlend;
+
+ // The fov should be such as to produce the ortho size at the target's position
+ var lens = stateA.Lens;
+ lens.FieldOfView = 2f * Mathf.Atan(orthoSize / (extraDistance + distanceFromTarget)) * Mathf.Rad2Deg;
+
+ // Lerp the clip planes to reduce popping
+ lens.NearClipPlane = Mathf.Max(lens.NearClipPlane, extraDistance + lensB.NearClipPlane);
+ lens.FarClipPlane = extraDistance + lensB.FarClipPlane;
+ stateB.Lens = lens;
+
+ // We square t to spend more time at the start of the blend, producing a smoother result
+ // when the fake ortho camera is far away. This could potentially be tweaked.
+ return CameraState.Lerp(stateA, stateB, t * t);
+ }
+ }
+}
diff --git a/com.unity.cinemachine/Samples~/Shared Assets/Scripts/PerspectiveToOrthoCustomBlender.cs.meta b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/PerspectiveToOrthoCustomBlender.cs.meta
new file mode 100644
index 000000000..2090bead2
--- /dev/null
+++ b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/PerspectiveToOrthoCustomBlender.cs.meta
@@ -0,0 +1,2 @@
+fileFormatVersion: 2
+guid: 51f0a49e6b834fa47872db1fbc7bcbdb
\ No newline at end of file
diff --git a/com.unity.cinemachine/Samples~/Shared Assets/Scripts/Teleporter.cs b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/Teleporter.cs
index 1b879296b..16629c5d5 100644
--- a/com.unity.cinemachine/Samples~/Shared Assets/Scripts/Teleporter.cs
+++ b/com.unity.cinemachine/Samples~/Shared Assets/Scripts/Teleporter.cs
@@ -2,28 +2,31 @@
namespace Unity.Cinemachine.Samples
{
- // Interface for behaviours implementing teleportation
+ // Interface for behaviours implementing teleportation
public interface ITeleportable
{
- // Teleport the object to a worldspace new location and rotation
+ // Teleport the object to a new worldspace location and rotation
public void Teleport(Vector3 newPos, Quaternion newRot);
}
// This class will teleport an object and the main CinemachineCamera tracking it to a target Teleporter object.
- // This class co-operates with ITeleportables which implement the teleportation.
+ // This class co-operates with the ITeleportables interface which implements the teleportation.
public class Teleporter : MonoBehaviour
{
+ // The target portal to which the player will be teleported
public Teleporter TargetPortal;
- public bool Deactivated { get; set; }
+ // Sets the teleported in receivce-only mode, which prevents received
+ // objects from immediately being teloported out
+ public bool ReceiveOnlyMode { get; set; }
void TeleportToTarget(Transform player)
{
- if (Deactivated || TargetPortal == null)
+ if (ReceiveOnlyMode || TargetPortal == null)
return;
// Deactivate the target so it can receive player without re-teleporting
- TargetPortal.Deactivated = true;
+ TargetPortal.ReceiveOnlyMode = true;
var pivot = transform.position;
var destination = TargetPortal.transform;
@@ -40,25 +43,41 @@ void TeleportToTarget(Transform player)
else
player.SetPositionAndRotation(newPlayerPos, newPlayerRot);
- // Teleport the camera.
- // This call will seamlessly teleport the camera based on the player's change of position,
- // but it will not handle a change of rotation. All cameras targeting player will be teleported
- // along with the player.
- CinemachineCore.OnTargetObjectWarped(player, newPlayerPos - playerPos);
+ // Teleport the camera. This implementation only works for cameras which directly target the player.
+ // If your camera target is a child of player, then you will need to do some extra work here
+ // to find the appropriate target.
+ var cameraTarget = player;
- // Because the player-camera combo is also being rotated by the portal, we need to do some
- // additional work to tell the CinemachineCamera to rotate its state and teleport seamlessly
- if (CinemachineBrain.GetActiveBrain(0).ActiveVirtualCamera is CinemachineVirtualCameraBase cam
- && cam.Follow == player)
+ // Now we iterate all active cameras targeting the player, teleporting each one.
+ for (int i = 0; i < CinemachineCore.VirtualCameraCount; ++i)
{
- // Here we grab the actual camera position and put it through the same teleportation
- // as the player, preserving the relationship between camera and player
- Camera.main.transform.GetPositionAndRotation(out var camPos, out var camRot);
- var newCamPos = RotateAround(camPos, pivot, rotDelta) + posDelta;
+ var cam = CinemachineCore.GetVirtualCamera(i);
+ if (cam.Follow != cameraTarget)
+ continue;
- // Now force the CinemachineCamera to be at the desired position and rotation.
- // This will also position and rotate the internal camera state, so that no damping will occur
- cam.ForceCameraPosition(newCamPos, rotDelta * camRot);
+ // Note that we don't use the camera's transform since that doesn't always reflect the
+ // actual position and rotation. Instead, we snapshot the VirtualCamera's State member.
+ var state = cam.State;
+
+ // This call will seamlessly teleport the camera based on the player's change of position,
+ // but it will not handle a change of rotation
+ cam.OnTargetObjectWarped(cameraTarget, newPlayerPos - playerPos);
+
+ // If the entire player-camera combo is also being rotated by the portal, we need to do some
+ // additional work to tell the CinemachineCamera to rotate its state and teleport seamlessly.
+ if (rotDelta != Quaternion.identity)
+ {
+ // Here we grab the camera original position and put it through the same teleportation
+ // as the player, preserving the relationship between camera and player.
+ var camPos = state.GetFinalPosition();
+ var camRot = state.GetFinalOrientation();
+ var newCamPos = RotateAround(camPos, pivot, rotDelta) + posDelta;
+ var newCamRot = rotDelta * camRot;
+
+ // Now force the CinemachineCamera to be at the desired position and rotation.
+ // This will also position and rotate the internal camera state, so that no damping will occur
+ cam.ForceCameraPosition(newCamPos, newCamRot);
+ }
}
// This is a helper function to rotate a point around a pivot using a quaternion rotation
@@ -66,6 +85,6 @@ void TeleportToTarget(Transform player)
}
void OnTriggerEnter(Collider other) => TeleportToTarget(other.transform);
- void OnTriggerExit(Collider other) => Deactivated = false;
+ void OnTriggerExit(Collider other) => ReceiveOnlyMode = false;
}
}
diff --git a/com.unity.cinemachine/Samples~/Shared Assets/Timelines/AlternatingCamerasTimeline.playable b/com.unity.cinemachine/Samples~/Shared Assets/Timelines/AlternatingCamerasTimeline.playable
new file mode 100644
index 000000000..e492b95b7
--- /dev/null
+++ b/com.unity.cinemachine/Samples~/Shared Assets/Timelines/AlternatingCamerasTimeline.playable
@@ -0,0 +1,302 @@
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diff --git a/com.unity.cinemachine/Samples~/Shared Assets/Timelines/AlternatingCamerasTimeline.playable.meta b/com.unity.cinemachine/Samples~/Shared Assets/Timelines/AlternatingCamerasTimeline.playable.meta
new file mode 100644
index 000000000..babb9c5b5
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+++ b/com.unity.cinemachine/Samples~/Shared Assets/Timelines/AlternatingCamerasTimeline.playable.meta
@@ -0,0 +1,8 @@
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diff --git a/com.unity.cinemachine/Samples~/Shared Assets/UI/SamplesUIStyle.uss b/com.unity.cinemachine/Samples~/Shared Assets/UI/SamplesUIStyle.uss
index 5e9e7c465..0b1555354 100644
--- a/com.unity.cinemachine/Samples~/Shared Assets/UI/SamplesUIStyle.uss
+++ b/com.unity.cinemachine/Samples~/Shared Assets/UI/SamplesUIStyle.uss
@@ -38,8 +38,8 @@ Box {
position: absolute;
top: 5%;
bottom: auto;
- left: 10%;
- right: 10%;
+ left: 20%;
+ right: 20%;
max-height: 80%;
justify-content: space-between;
}