# Cinemachine Brain Events Use the Cinemachine Brain Events component to handle events sent for a specific Cinemachine Brain. For more information, refer to [Cinemachine Events](CinemachineEvents.md). ## Properties: | **Property:** | **Function:** | |:---|:---| | __Brain__ | This is the Cinemachine Brain emitting the events. If null and the current GameObject has a Cinemachine Brain 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. | | __Camera Cut Event__ | This is called when a zero-length blend happens. | | __Brain Updated Event__ | This event is sent immediately after the brain has processed all the Cinemachine Cameras, and has updated the main Camera. Code that depends on the main camera position or that wants to modify it can be executed from this event handler. | ## Additional resources * [Cinemachine Camera Events](CinemachineCameraEvents.md) * [Cinemachine Camera Manager Events](CinemachineCameraManagerEvents.md)