Clear Shot Virtual Camera in Unity 2020
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Cinemachine Clear Shot Camera
“The Cinemachine ClearShot Camera component chooses among its children Virtual Cameras 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.
Virtual Camera children with Cinemachine Collider extensions analyze the Scene for target obstructions, optimal target distance, and so on.
Clear Shot uses this information to choose the best child to activate.
Tip: To use a single Cinemachine Collider for all Virtual Camera children, add a Cinemachine Collider extension to the ClearShot GameObject instead of each of its Virtual Camera children.
This Cinemachine Collider extension applies to all of the children, as if each of them had that Collider as its own extension.
If multiple child cameras have the same shot quality, the Clear Shot camera chooses the one with the highest priority.
You can also define custom blends between the ClearShot children.”
To create a Clear Shot Camera, click Cinemachine > Create ClearShot Camera.
I had previously made two VCams and renamed them before creating my clear shot camera, so I deleted the default child VCam and reparented those 2 VCams under ClearShot1 game object.
Both cameras’ bodies are set to Do Nothing as I wish to highlight the differences in perspectives.
I also set both cams to have Target2 (blue vertical moving cube) as their Look At targets.
I’ve placed two walls and the two VCams so that one is blocked from seeing the blue cube by a wall at different times.
Next I add a Cinemachine Collider extension to both child VCams and make sure that “Avoid Obstacles” is enabled.
If we hit play, and we’ve positioned our elements correctly, we can see that when the blue cube is out of sight on one VCam it picks up on the VCam where it is in sight.
Now you know why they call it a “clear shot” camera.