21 lines
1.5 KiB
Markdown
21 lines
1.5 KiB
Markdown
# 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)
|