# Cinemachine Camera Events Use the Cinemachine Camera Events component to handle events sent for a specific Cinemachine Camera. For more information, refer to [Cinemachine Events](CinemachineEvents.md). ## Properties: | **Property:** | **Function:** | |:---|:---| | __Event Target__ | This is the object whose events are being monitored. If null and the current GameObject has a CinemachineVirtualCameraBase component, that component will be used. | | __Camera Activated Event__ | This is called at the beginning of a blend, when a camera becomes live. Parameters are: brain, incoming camera. A cut is considered to be a blend of length zero. | | __Camera Deactivated Event__ | This event will fire whenever a Cinemachine Camera stops being live. If a blend is involved, then the event will fire after the last frame of the blend. | | __Blend Created Event__ | This event will fire whenever a new Cinemachine blend is created. Handlers can modify the settings of the blend (but not the cameras). Note: BlendCreatedEvents are NOT sent for timeline blends, as those are expected to be controlled 100% by timeline. To modify the blend algorithm for timeline blends, you can install a handler for CinemachineCore.GetCustomBlender. | | __Blend Finished Event__ | This event will fire whenever a Cinemachine Camera finishes blending in. It will not fire if the blend length is zero. | ## Additional resources * [Cinemachine Camera Manager Events](CinemachineCameraManagerEvents.md) * [Cinemachine Brain Events](CinemachineBrainEvents.md)