diff --git a/com.unity.cinemachine/Documentation~/Cinemachine2D.md b/com.unity.cinemachine/Documentation~/Cinemachine2D.md index 4796f5055..304b5bd29 100644 --- a/com.unity.cinemachine/Documentation~/Cinemachine2D.md +++ b/com.unity.cinemachine/Documentation~/Cinemachine2D.md @@ -1,5 +1,7 @@ # 2D graphics +[!include[](includes/deprecation-message.md)] + Cinemachine supports orthographic cameras. When you set the Unity camera's projection to Orthographic, Cinemachine adjusts to accommodate it. In Virtual Camera properties for __Lens__, __FOV__ is replaced by __Orthographic Size__. Note that settings related to FOV and certain FOV-oriented behaviors such as [Follow Zoom](CinemachineFollowZoom.md) have no effect if the camera is orthographic. In orthographic environments, it doesn’t usually make sense to rotate the camera. Accordingly, Cinemachine offers the [Framing Transposer](CinemachineBodyFramingTransposer.md) to handle framing and composition without rotating the camera. diff --git a/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonAim.md b/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonAim.md index c51b8bcb4..762484bd2 100644 --- a/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonAim.md +++ b/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonAim.md @@ -1,5 +1,7 @@ # Cinemachine 3rd Person Aim Extension +[!include[](includes/deprecation-message.md)] + This extension is created to be a part of a 3rd-person camera rig. To preserve aiming accuracy, this extension deliberately cancels out all rotational noise, and forces a hard look at the target point. However, it's still possible to use camera noise with this extension, provided that the noise affects the camera position, instead of the rotation. diff --git a/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonFollow.md b/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonFollow.md index 859b44d7d..3b5930843 100644 --- a/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonFollow.md +++ b/com.unity.cinemachine/Documentation~/Cinemachine3rdPersonFollow.md @@ -1,4 +1,7 @@ # 3rd Person Follow + +[!include[](includes/deprecation-message.md)] + Use Cinemachine Virtual Camera’s **3rd Person Follow** to keep the camera at a constant position and distance relative to a Follow target (subject to damping controls), tracking the target’s movement and rotation. The 3rd Person Follow’s mini-rig setup defines the camera position and distance relative to the target. With a suitable shoulder offset, this mini-rig can produce a 3rd-person camera, where the character is offset in the frame and the camera looks over the character’s shoulder. With different settings, it can produce a first-person camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineAimComposer.md b/com.unity.cinemachine/Documentation~/CinemachineAimComposer.md index 5e110fd61..00868e108 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAimComposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAimComposer.md @@ -1,5 +1,7 @@ # Composer +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Aim__ algorithm rotates the camera to face the __Look At__ target. It also applies offsets, damping, and composition rules. Examples of targets for aiming: the upper spine or head bone of a character, vehicles, or dummy objects which are controlled or animated programmatically. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineAimDoNothing.md b/com.unity.cinemachine/Documentation~/CinemachineAimDoNothing.md index 56783c644..fe0aab248 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAimDoNothing.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAimDoNothing.md @@ -1,4 +1,6 @@ # Do Nothing +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Aim__ algorithm does not aim the Virtual Camera. Choose this algorithm for static shots or for animating the rotation directly with custom scripts. diff --git a/com.unity.cinemachine/Documentation~/CinemachineAimGroupComposer.md b/com.unity.cinemachine/Documentation~/CinemachineAimGroupComposer.md index 3959a3860..808ff0afc 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAimGroupComposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAimGroupComposer.md @@ -1,4 +1,6 @@ # Group Composer +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Aim__ algorithm aims the camera at multiple GameObjects. Otherwise, it behaves identically to the Composer and has the same settings. If the Look At target is a [Cinemachine Target Group](CinemachineTargetGroup.md), the algorithm adjusts the FOV and the camera distance to ensure that the group of targets is framed properly. diff --git a/com.unity.cinemachine/Documentation~/CinemachineAimHardLook.md b/com.unity.cinemachine/Documentation~/CinemachineAimHardLook.md index ab0fd488b..5106ad5cf 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAimHardLook.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAimHardLook.md @@ -1,4 +1,6 @@ # Hard Look At +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Aim__ algorithm rotates the Virtual Camera to keep the __Look At__ target in the center of the camera frame. diff --git a/com.unity.cinemachine/Documentation~/CinemachineAimPOV.md b/com.unity.cinemachine/Documentation~/CinemachineAimPOV.md index a94e42f29..ff02f6991 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAimPOV.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAimPOV.md @@ -1,5 +1,7 @@ # POV +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Aim__ algorithm aims the camera in response to the user’s input. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineAimSameAsFollow.md b/com.unity.cinemachine/Documentation~/CinemachineAimSameAsFollow.md index 6f6c34632..107f12675 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAimSameAsFollow.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAimSameAsFollow.md @@ -1,4 +1,6 @@ # Same As Follow Target +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Aim__ algorithm matches the orientation of the __Follow__ target. When used with the __Hard Lock to Target__ algorithm in the __Body__ properties, this algorithm makes the Virtual Camera match the path and rotation of a control GameObject. diff --git a/com.unity.cinemachine/Documentation~/CinemachineAlternativeInput.md b/com.unity.cinemachine/Documentation~/CinemachineAlternativeInput.md index 37913e469..3e636bad2 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineAlternativeInput.md +++ b/com.unity.cinemachine/Documentation~/CinemachineAlternativeInput.md @@ -1,5 +1,7 @@ # Alternative Input Systems +[!include[](includes/deprecation-message.md)] + Some Cinemachine components (e.g. FreeLook, POV, OrbitalTransposer) require user input to position or orient the camera. By default, Cinemachine gets user input by querying the standard Unity `Input.GetAxis(name)`. When alternative input systems are used in a project, this default behaviour must be overridden so that input is obtained from the appropriate source. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBindingModes.md b/com.unity.cinemachine/Documentation~/CinemachineBindingModes.md index 126775d4c..6f5ccb9b9 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBindingModes.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBindingModes.md @@ -1,5 +1,7 @@ # Binding Modes +[!include[](includes/deprecation-message.md)] + The binding mode defines the coordinate space Unity uses to interpret the camera offset from the target and the damping.

diff --git a/com.unity.cinemachine/Documentation~/CinemachineBlendListCamera.md b/com.unity.cinemachine/Documentation~/CinemachineBlendListCamera.md index 697003f5e..d9da08f76 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBlendListCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBlendListCamera.md @@ -1,5 +1,7 @@ # Cinemachine Blend List Camera +[!include[](includes/deprecation-message.md)] + The __Cinemachine Blend List Camera__ component executes a sequence of blends or cuts among its child Virtual Cameras. When the Blend List camera is activated, it executes its list of instructions, activating the first child Virtual Camera in the list, holding for a designated time, then cutting or blending to the next child, and so on. The Blend List camera holds the last Virtual Camera until Cinemachine Brain or Timeline deactivates the Blend List camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBlending.md b/com.unity.cinemachine/Documentation~/CinemachineBlending.md index e8cae3d22..055a3a68b 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBlending.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBlending.md @@ -1,5 +1,7 @@ # Blending between Virtual Cameras +[!include[](includes/deprecation-message.md)] + Use blending properties to specify how the Cinemachine Brain component performs a blend between virtual cameras. A Cinemachine blend is not a fade, wipe, or dissolve. Rather, Cinemachine Brain performs a smooth animation of the position, rotation, and other settings of the Unity camera from one Virtual Camera to the next. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBody3rdPersonFollow.md b/com.unity.cinemachine/Documentation~/CinemachineBody3rdPersonFollow.md index b8ab6f595..8acc7e7a9 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBody3rdPersonFollow.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBody3rdPersonFollow.md @@ -1,5 +1,7 @@ # 3rd Person Follow +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm is intended for use to implement a 3rd-person or 1st person camera. The algorithm places the camera on a mini-rig with 3 pivot points: Pivot point 1 is the _origin_, which is the Follow target's position. When the target rotates horizontally, the rig rotates with it around this point. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBodyDoNothing.md b/com.unity.cinemachine/Documentation~/CinemachineBodyDoNothing.md index 3598cb9b5..22cfc2ab3 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBodyDoNothing.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBodyDoNothing.md @@ -1,4 +1,6 @@ # Do Nothing +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm does not move the Virtual Camera; it does not modify its position. Choose this algorithm for static shots or for animating the camera position directly with your custom scripts. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBodyFramingTransposer.md b/com.unity.cinemachine/Documentation~/CinemachineBodyFramingTransposer.md index 84dca8833..4e2ac72c8 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBodyFramingTransposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBodyFramingTransposer.md @@ -1,5 +1,7 @@ # Framing Transposer +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm moves the camera in a fixed screen-space relationship to the __Follow__ target. You can also specify offsets, damping, and composition rules. __Framing Transposer__ only changes the camera’s position in space. It does not re-orient or otherwise aim the camera. __Framing Transposer__ is designed for 2D and orthographic cameras. But it works also with perspective cameras and 3D environments. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBodyHardLockTarget.md b/com.unity.cinemachine/Documentation~/CinemachineBodyHardLockTarget.md index b8b10d4a9..19bb89639 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBodyHardLockTarget.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBodyHardLockTarget.md @@ -1,4 +1,6 @@ # Hard Lock to Target +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm uses the same position at the __Follow__ target. In other words, the target acts as a mounting point for the Virtual Camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBodyOrbitalTransposer.md b/com.unity.cinemachine/Documentation~/CinemachineBodyOrbitalTransposer.md index 3fbe81988..f594051c1 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBodyOrbitalTransposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBodyOrbitalTransposer.md @@ -1,5 +1,7 @@ # Orbital Transposer +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm moves the Unity camera in a variable relationship to the Virtual Camera’s __Follow__ target. It optionally accepts [player input](https://docs.unity3d.com/Manual/ConventionalGameInput.html), which allows the player to dynamically control the position of the camera relative to the target. The __Orbital Transposer__ introduces the concept of __heading__, which is the direction in which the target is moving or facing. Orbital Transposer attempts to position the camera so that it points in the same direction as the heading direction. By default, this position is directly behind the target. Control this relationship by adjusting the __Heading Bias__ property. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBodyTrackedDolly.md b/com.unity.cinemachine/Documentation~/CinemachineBodyTrackedDolly.md index 4a7fa0bd7..1d2c5fea8 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBodyTrackedDolly.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBodyTrackedDolly.md @@ -1,5 +1,7 @@ # Tracked Dolly +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm restricts the Virtual Camera to move along a predefined [path](CinemachineDolly.md). Use the __Path Position__ property to specify where to put the Virtual Camera on the path. Use __Auto-Dolly__ mode to move the Virtual Camera to a position on the path that is closest to the __Follow__ target. When enabled, __Auto-Dolly__ automatically animates the position of the Virtual Camera to the position on the path that’s closest to the target. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBodyTransposer.md b/com.unity.cinemachine/Documentation~/CinemachineBodyTransposer.md index f7eb4614a..3270dd8cd 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBodyTransposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBodyTransposer.md @@ -1,5 +1,7 @@ # Transposer +[!include[](includes/deprecation-message.md)] + This Virtual Camera __Body__ algorithm moves the Virtual Camera in a fixed offset to the __Follow__ target. It also applies damping. The fixed offset can be interpreted in various ways, depending on the Binding Mode. diff --git a/com.unity.cinemachine/Documentation~/CinemachineBrainProperties.md b/com.unity.cinemachine/Documentation~/CinemachineBrainProperties.md index 16f8b7849..8813dc60a 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineBrainProperties.md +++ b/com.unity.cinemachine/Documentation~/CinemachineBrainProperties.md @@ -1,5 +1,7 @@ # Setting Cinemachine Brain properties +[!include[](includes/deprecation-message.md)] + The Cinemachine Brain is a component in the Unity camera itself. Cinemachine Brain monitors all active Virtual Cameras in the Scene. It chooses the next Virtual Camera to control the Unity camera. It also controls the [cut or blend](CinemachineBlending.md) from the current Virtual Camera to the next. To add a Cinemachine Brain component to a Unity camera, do __one__ of the following: diff --git a/com.unity.cinemachine/Documentation~/CinemachineClearShot.md b/com.unity.cinemachine/Documentation~/CinemachineClearShot.md index 389ef5e1d..e8c94af7c 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineClearShot.md +++ b/com.unity.cinemachine/Documentation~/CinemachineClearShot.md @@ -1,5 +1,7 @@ # Cinemachine Clear Shot Camera +[!include[](includes/deprecation-message.md)] + 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](CinemachineCollider.md) 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. diff --git a/com.unity.cinemachine/Documentation~/CinemachineCollider.md b/com.unity.cinemachine/Documentation~/CinemachineCollider.md index 8c4cddd2e..505cc14da 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineCollider.md +++ b/com.unity.cinemachine/Documentation~/CinemachineCollider.md @@ -1,5 +1,7 @@ # Cinemachine Collider +[!include[](includes/deprecation-message.md)] + __Cinemachine Collider__ is an [extension](CinemachineVirtualCameraExtensions.md) for the Cinemachine Virtual Camera. It post-processes the final position of the Virtual Camera to attempt to preserve the line of sight with the __Look At__ target of the Virtual Camera. It does this by moving away from the GameObjects that obstruct the view. Add a Cinemachine Collider extension to a Cinemachine Virtual Camera to do any of the following tasks: diff --git a/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md b/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md index 36f7ab0a5..c8d1b2cb9 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md +++ b/com.unity.cinemachine/Documentation~/CinemachineColliderConfiner.md @@ -1,5 +1,7 @@ # Avoiding collisions and evaluating shots +[!include[](includes/deprecation-message.md)] + As characters and objects move around in a complex Scene, obstacles in the Scene sometimes come between a camera and its target. Similarly, you might need to move a camera to a position in the Scene that another GameObject already occupies. Cinemachine provides extensions to handle these situations: * [Cinemachine Collider](CinemachineCollider.md) diff --git a/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md b/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md index 35488d1a3..56c123e07 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md +++ b/com.unity.cinemachine/Documentation~/CinemachineCollisionImpulseSource.md @@ -1,5 +1,7 @@ #Cinemachine Collision Impulse Source +[!include[](includes/deprecation-message.md)] + For collision-based impulses, attach a **CinemachineCollisionImpulseSource** component to a GameObject that has a Collider or Collider2D component. **CinemachineCollisionImpulseSource** generates an impulse when something collides with the GameObject or enters a trigger zone. To add a Collision Impulse Source component: diff --git a/com.unity.cinemachine/Documentation~/CinemachineConfiner.md b/com.unity.cinemachine/Documentation~/CinemachineConfiner.md index 18442cb5f..4bc15ef80 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineConfiner.md +++ b/com.unity.cinemachine/Documentation~/CinemachineConfiner.md @@ -1,5 +1,7 @@ # Cinemachine Confiner +[!include[](includes/deprecation-message.md)] + Use the __Cinemachine Confiner__ [extension](CinemachineVirtualCameraExtensions.md) to limit the camera’s position to a volume or area. Confiner operates in 2D or 3D mode. The mode influences the kind of bounding shape it accepts. In 3D mode, the camera’s position in 3D is confined to a volume. This also works for 2D games, but you need to take the depth into account. In 2D mode, you don’t have to worry about depth. diff --git a/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md b/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md index 3c14a311d..78cf854bb 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md +++ b/com.unity.cinemachine/Documentation~/CinemachineConfiner2D.md @@ -1,5 +1,7 @@ # Cinemachine Confiner 2D +[!include[](includes/deprecation-message.md)] + ![](images/CinemachineConfiner2Dc.png) Use the Cinemachine Confiner 2D [extension](https://docs.unity3d.com/Packages/com.unity.cinemachine@2.6/manual/CinemachineVirtualCameraExtensions.html) to confine the camera’s position so that the screen edges stay within a shape defined by a 2D polygon. This works for orthographic or perspective cameras, provided that the camera's forward vector remains parallel to the bounding shape’s normal (that is, that the camera is looking straight at the polygon, and not obliquely at it). diff --git a/com.unity.cinemachine/Documentation~/CinemachineDolly.md b/com.unity.cinemachine/Documentation~/CinemachineDolly.md index a25dee9ab..2a0c7f06e 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineDolly.md +++ b/com.unity.cinemachine/Documentation~/CinemachineDolly.md @@ -1,5 +1,7 @@ # Using dolly paths +[!include[](includes/deprecation-message.md)] + A dolly path is an array of waypoints in a Scene. Use a dolly path to specify a fixed course to position or animate a Virtual Camera. Use the [Tracked Dolly](CinemachineBodyTrackedDolly.md) algorithm to use a dolly path with your Virtual Camera. ![Editing a dolly path in the Scene view](images/CinemachinePathScene.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineDollyCart.md b/com.unity.cinemachine/Documentation~/CinemachineDollyCart.md index 1d5c32abf..e92d61c77 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineDollyCart.md +++ b/com.unity.cinemachine/Documentation~/CinemachineDollyCart.md @@ -1,5 +1,7 @@ # Cinemachine Dolly Cart +[!include[](includes/deprecation-message.md)] + __Cinemachine Dolly Cart__ is a component that constrains the transform of its GameObject to a __Cinemachine Path__ or __Cinemachine Smooth Path__. Use it to animate a GameObject along a path, or as a __Follow__ target for Virtual Cameras. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md b/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md index e6d9c714c..b385a7313 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineExternalCamera.md @@ -1,5 +1,7 @@ # Cinemachine External Camera - (deprecated) +[!include[](includes/deprecation-message.md)] + **Note:** This component is **deprecated** in favour of using a normal CinemachineVirtualCamera with Do Nothing in both Aim and Body. This component will expose a non-cinemachine camera to the cinemachine system, allowing it to participate in blends. Just add it as a component alongside an existing Unity Camera component. You will need to take steps (e.g. disabling the Camera component) to ensure that the Camera doesn't fight with the main Cinemachine Camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md b/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md index 213eb5335..03e765f33 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md +++ b/com.unity.cinemachine/Documentation~/CinemachineFollowZoom.md @@ -1,5 +1,7 @@ # Cinemachine Follow Zoom +[!include[](includes/deprecation-message.md)] + This [extension](CinemachineVirtualCameraExtensions.md) adjusts the FOV of the lens to keep the target object at a constant size on the screen, regardless of camera and target position. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineFreeLook.md b/com.unity.cinemachine/Documentation~/CinemachineFreeLook.md index d782cc1ce..eafa5a4db 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineFreeLook.md +++ b/com.unity.cinemachine/Documentation~/CinemachineFreeLook.md @@ -1,5 +1,7 @@ # Cinemachine Free Look Camera +[!include[](includes/deprecation-message.md)] + The __Cinemachine Free Look Camera__ component provides a third-person camera experience. This Cinemachine Virtual Camera orbits around its subject along a position specified by three separate camera rigs: __Top__, __Middle__, and __Bottom__. ![Cinemachine Free Look in the Scene window](images/CinemachineFreelook.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulse.md b/com.unity.cinemachine/Documentation~/CinemachineImpulse.md index 9bfb0e97a..f51edde9f 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulse.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulse.md @@ -1,5 +1,7 @@ # Impulse +[!include[](includes/deprecation-message.md)] + Cinemachine Impulse generates and manages camera shake in response to game events. For example, you can use Impulse to make a Cinemachine Virtual Camera shake when one GameObject collides with another, or when something in your Scene explodes. Impulse has two parts: diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md index 446574399..5de6f074d 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseFiltering.md @@ -1,5 +1,7 @@ # Filtering impulses +[!include[](includes/deprecation-message.md)] + Filtering lets you fine-tune how and when an Impulse Source generates impulses. Cinemachine Impulse allows two types of filtering: - Use channel filtering to set things up so that an Impulse Listener reacts to certain Impulse Sources and ignores others. See [Filtering with channels](#ChannelFiltering) below for details. diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md index 5194f6cd3..53a6cedbd 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseListener.md @@ -1,5 +1,7 @@ # Cinemachine Impulse Listener +[!include[](includes/deprecation-message.md)] + Impulse signals and [sources](CinemachineImpulseSourceOverview.md) don’t do anything on their own. An **Impulse Listener** is a Cinemachine extension that allows a virtual camera to “hear” impulse vibration signals and react to them. Default implementations shipped with Cinemachine respond by applying the received signal directly to the listener’s transform position, causing it to shake along with the signal. Additionally, it’s possible to specify a secondary response - usually a randomized vibration along all positions and rotation axes - to give character to the listener’s movement. It’s as if the listener were supported on springs and then kicked by the impulse signal. In addition to the thrust given by the kick itself, there will be randomized shaking due to the springs. diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md index 93c3868ea..67e06b6a3 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseSource.md @@ -1,5 +1,7 @@ # Cinemachine Impulse Source +[!include[](includes/deprecation-message.md)] + Use the **Cinemachine Impulse Source** component to generate impulses on events that are not collisions or Collider triggers. This is a generic Impulse Source that exposes a family of `GenerateImpulse()` API methods. These methods generate impulses at the specified locations and with the specified velocities and strengths. Call these methods directly from your game logic, or use them with [UnityEvents](https://docs.unity3d.com/Manual/UnityEvents.html). >**TIP:** You can use the script for this component as an example to reference when creating your own custom impulse-generating classes. diff --git a/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md b/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md index 825659102..9147929f9 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md +++ b/com.unity.cinemachine/Documentation~/CinemachineImpulseSourceOverview.md @@ -1,5 +1,7 @@ # Cinemachine Impulse Sources +[!include[](includes/deprecation-message.md)] + An Impulse Source is a component that emits a vibration signal from a point in Scene space. Game events can cause an Impulse Source to emit a signal from the place where the event occurs. The event _triggers_ impulses, and the source _generates_ impulses. Virtual cameras with an Impulse Listener extension _react_ to impulses by shaking. In the image below, the figure's feet are Impulse Sources. When they collide with the floor (A) they generate impulses. The camera is an Impulse Listener and reacts to the impulses by shaking (B), which shakes the resulting image in the game view (C). diff --git a/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md b/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md index 0dcccedb7..aefcbcf17 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md +++ b/com.unity.cinemachine/Documentation~/CinemachineManagerCameras.md @@ -1,5 +1,7 @@ # Managing and grouping Virtual Cameras +[!include[](includes/deprecation-message.md)] + A __manager__ camera oversees many Virtual Cameras but acts as a single Virtual Camera from the point of view of Cinemachine Brain and Timeline. Cinemachine includes these manager cameras: diff --git a/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md b/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md index b4625cb11..d3cd57765 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineMixingCamera.md @@ -1,5 +1,7 @@ # Cinemachine Mixing Camera +[!include[](includes/deprecation-message.md)] + The __Cinemachine Mixing Camera__ component uses the weighted average of its child Virtual Cameras to compute the position and other properties of the Unity camera. ![Cinemachine Mixing Camera with two child Virtual Cameras (red)](images/CinemachineMixingCamera.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md b/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md index d388fa7f2..06ea8a6d0 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md +++ b/com.unity.cinemachine/Documentation~/CinemachineMultipleCameras.md @@ -1,5 +1,7 @@ # Multiple Unity cameras +[!include[](includes/deprecation-message.md)] + Split-screen and picture-in-picture effects require the use of more than one Unity camera. Each Unity camera presents its own view on the player’s screen. To use a multi-camera split-screen for two players: diff --git a/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md b/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md index 93d2d635b..6b985345f 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md +++ b/com.unity.cinemachine/Documentation~/CinemachineNoiseProfiles.md @@ -1,5 +1,7 @@ # Working with noise profiles +[!include[](includes/deprecation-message.md)] + A __noise profile__ is an asset that defines a procedural curve for camera noise. The __Basic Multi Channel Perlin__ component applies a noise profile to the movement of the camera. Cinemachine applies noise movement after computing the position of the camera. This way, camera noise does not affect the computation of camera movement in future updates. Cinemachine includes some predefined profile assets. Choose a predefined noise profile in the Noise component. Create your own noise profile asset by choosing __Create > Cinemachine > NoiseSettings__ in the [Project window](https://docs.unity3d.com/Manual/ProjectView.html). diff --git a/com.unity.cinemachine/Documentation~/CinemachinePath.md b/com.unity.cinemachine/Documentation~/CinemachinePath.md index 299c86810..a3361ad22 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePath.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePath.md @@ -1,5 +1,7 @@ # Cinemachine Path +[!include[](includes/deprecation-message.md)] + __Cinemachine Path__ is a component that defines a world-space path, consisting of an array of waypoints. Each waypoint specifies position, tangent, and roll settings. Bezier interpolation is performed between the waypoints, to get a smooth and continuous path. **Tip**: While the path position will always be smooth and continuous, it is still possible to get jarring movement when animating along the path. This happens when tangents aren’t set to ensure continuity of both the first and second order derivatives. It is not easy to get this right. To avoid this potentially jarring movement, use Cinemachine Smooth Path. CinemachineSmoothPath sets the tangents automatically to ensure complete smoothness. diff --git a/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md b/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md index 156d1a466..0d106ab40 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePixelPerfect.md @@ -1,5 +1,7 @@ # Using the Cinemachine Pixel Perfect extension +[!include[](includes/deprecation-message.md)] + Both the __Pixel Perfect Camera__ and Cinemachine modify the Camera’s orthographic size. Using these two systems together in a single Scene would cause them to fight for control over the Camera and produce unwanted results. The __Cinemachine Pixel Perfect__ extension solves this incompatibility. __Cinemachine Pixel Perfect__ is an [extension](CinemachineVirtualCameraExtensions.md) for the __Cinemachine Virtual Camera__ that alters the orthographic size of the virtual camera. The extension detects the presence of the Pixel Perfect Camera component, and uses the component settings to calculate for the correct orthographic size of the virtual camera that best retains the Sprites in a pixel-perfect resolution. diff --git a/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md b/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md index e0ff0b705..77f2a664d 100644 --- a/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md +++ b/com.unity.cinemachine/Documentation~/CinemachinePostProcessing.md @@ -1,5 +1,7 @@ # Post Processing Extension +[!include[](includes/deprecation-message.md)] + Use the Cinemachine Post Processing [extension](CinemachineVirtualCameraExtensions.md) to attach a Postprocessing V2 profile to a Virtual Camera. **Note 1**: Unity recommends using Postprocessing V2 instead of Postprocessing V1. diff --git a/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md b/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md index b1f5a0519..854bc0aa3 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md +++ b/com.unity.cinemachine/Documentation~/CinemachineRecomposer.md @@ -1,5 +1,7 @@ # Cinemachine Recomposer Extension +[!include[](includes/deprecation-message.md)] + Use the Cinemachine Recomposer [extension](CinemachineVirtualCameraExtensions.md) is an add-on module for Cinemachine Virtual Camera that adds a final tweak to the camera composition. It is intended for use in a Timeline context, where you want to hand-adjust the output of procedural or recorded camera aiming. All of these properties can be animated within the Timeline. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md b/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md index 4cb21c6c7..e7d5e290c 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSavingDuringPlay.md @@ -1,5 +1,7 @@ # Saving in Play Mode +[!include[](includes/deprecation-message.md)] + It’s often most convenient to adjust camera settings while the game is playing. But normally, Unity does not save your changes to the Scene when you exit Play Mode. Cinemachine has a special feature to preserve the tweaks you make during Play Mode. It doesn’t save structural changes, like adding or removing a behavior. With the exception of certain properties, Cinemachine preserves most of the settings in your Virtual Cameras when you exit Play Mode. When you exit Play Mode, Cinemachine scans the Scene to collect any changed properties in the Virtual Cameras. Cinemachine saves these changes a second or so after exiting. Use the __Edit > Undo__ command to revert these changes. diff --git a/com.unity.cinemachine/Documentation~/CinemachineSetUpVCam.md b/com.unity.cinemachine/Documentation~/CinemachineSetUpVCam.md index da67d4522..3c880160c 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSetUpVCam.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSetUpVCam.md @@ -1,5 +1,7 @@ # Setting up Virtual Cameras +[!include[](includes/deprecation-message.md)] + In your project, organize your Scene Hierarchy to have a single Unity camera with a CinemachineBrain component and many Virtual Cameras. To add a Virtual Camera to a Scene: diff --git a/com.unity.cinemachine/Documentation~/CinemachineSmoothPath.md b/com.unity.cinemachine/Documentation~/CinemachineSmoothPath.md index ba098b7d7..b23598ef5 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineSmoothPath.md +++ b/com.unity.cinemachine/Documentation~/CinemachineSmoothPath.md @@ -1,5 +1,7 @@ # Cinemachine Smooth Path +[!include[](includes/deprecation-message.md)] + A __Cinemachine Smooth Path__ is a component that defines a world-space path, consisting of an array of waypoints. Each waypoint has position and roll settings. Cinemachine uses Bezier interpolation to calculate positions between the waypoints to get a smooth and continuous path. The path passes through all waypoints. Unlike Cinemachine Path, first and second order continuity is guaranteed, which means that not only the positions but also the angular velocities of objects animated along the path will be smooth and continuous. ## Properties: diff --git a/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md b/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md index 9c4f03686..a0f428c0f 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineStateDrivenCamera.md @@ -1,5 +1,7 @@ # Cinemachine State-Driven Camera +[!include[](includes/deprecation-message.md)] + The __Cinemachine State-Driven Camera__ component activates a child Virtual Camera when an animation target changes states. For example, consider your avatar’s local-motion system and orbit camera. Your game feels more alive to the player when the camera shakes more as your avatar runs. When the avatar walks, blend for example to a Virtual Camera with more damping. ![State-Driven camera with three child Virtual Cameras (red)](images/CinemachineStateDrivenChildren.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md b/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md index 18cf1d8b0..e81efc693 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md +++ b/com.unity.cinemachine/Documentation~/CinemachineStoryboard.md @@ -1,5 +1,7 @@ # Storyboard +[!include[](includes/deprecation-message.md)] + Use the Cinemachine Storyboard [extension](CinemachineVirtualCameraExtensions.md) to let artists, producers, and directors contribute to your game development. Cinemachine Storyboard places a still image in screen space over the output of the Unity camera. Storyboard simplifies animatics for your team. Start with still images to pre-visualize terrain, layout, movement, lighting, timing, and so on. Following the intentions of the Storyboard image, developers incrementally add the assets, GameObjects, and settings that implement the Scene. diff --git a/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md b/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md index 8700213f2..b7bea4379 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md +++ b/com.unity.cinemachine/Documentation~/CinemachineTargetGroup.md @@ -1,5 +1,7 @@ # Cinemachine Target Group +[!include[](includes/deprecation-message.md)] + Use Cinemachine Target Group to treat multiple GameObjects as a single Look At target. Use a Target Group with the [Group Composer](CinemachineAimGroupComposer.md) algorithm. To create a Virtual Camera with a Target Group: diff --git a/com.unity.cinemachine/Documentation~/CinemachineTimeline.md b/com.unity.cinemachine/Documentation~/CinemachineTimeline.md index 152dcfada..8abcf4862 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineTimeline.md +++ b/com.unity.cinemachine/Documentation~/CinemachineTimeline.md @@ -1,5 +1,7 @@ # Cinemachine and Timeline +[!include[](includes/deprecation-message.md)] + Use [Timeline](https://docs.unity3d.com/Packages/com.unity.timeline@latest) to activate, deactivate, and blend between Virtual Cameras. In Timeline, combine Cinemachine with other GameObjects and assets to interactively implement and tune rich cutscenes, even interactive ones. **Tip**: For simple shot sequences, use a [Cinemachine Blend List Camera](CinemachineBlendListCamera.md) instead of Timeline. diff --git a/com.unity.cinemachine/Documentation~/CinemachineTopDown.md b/com.unity.cinemachine/Documentation~/CinemachineTopDown.md index 58747594b..799b64591 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineTopDown.md +++ b/com.unity.cinemachine/Documentation~/CinemachineTopDown.md @@ -1,5 +1,7 @@ # Top-down games +[!include[](includes/deprecation-message.md)] + Cinemachine Virtual Cameras are modelled after human camera operators and how they operate real-life cameras. As such, they have a sensitivity to the up/down axis, and always try to avoid introducing roll into the camera framing. Because of this sensitivity, the Virtual Camera avoids looking straight up or down for extended periods. They may do it in passing, but if the __Look At__ target is straight up or down for extended periods, they will not always give the desired result. **Tip:** You can deliberately roll by animating properties like __Dutch__ in a Virtual Camera. diff --git a/com.unity.cinemachine/Documentation~/CinemachineUsing.md b/com.unity.cinemachine/Documentation~/CinemachineUsing.md index 012b9d5b1..4463fdab3 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineUsing.md +++ b/com.unity.cinemachine/Documentation~/CinemachineUsing.md @@ -1,5 +1,7 @@ # Using Cinemachine +[!include[](includes/deprecation-message.md)] + Using Cinemachine requires a new way of thinking about working with cameras. For example, you might have invested heavily in carefully scripted camera behaviors. However, Cinemachine can give the same results, if not better, in less time. diff --git a/com.unity.cinemachine/Documentation~/CinemachineVirtualCamera.md b/com.unity.cinemachine/Documentation~/CinemachineVirtualCamera.md index 973d8dc44..d911db045 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVirtualCamera.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVirtualCamera.md @@ -1,5 +1,7 @@ # Setting Virtual Camera properties +[!include[](includes/deprecation-message.md)] + The Cinemacine Virtual Camera is a component that you add to an empty GameObject. It represents a Virtual Camera in the Unity Scene. Use the __Aim__, __Body__, and __Noise__ properties to specify how the Virtual Camera animates position, rotation, and other properties. The Virtual Camera applies these settings to the Unity Camera when [Cinemachine Brain](CinemachineBrainProperties.md) or [Timeline](CinemachineTimeline.md) transfers control of the Unity camera to the Virtual Camera. You can also use [Scene Handles](handles.md) to modify some common properties. diff --git a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraAim.md b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraAim.md index 74fbe1a2e..24cfdc73e 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraAim.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraAim.md @@ -1,5 +1,7 @@ # Aim properties +[!include[](includes/deprecation-message.md)] + Use the Aim properties to specify how to rotate the Virtual Camera. To change the camera’s position, use the [Body properties](CinemachineVirtualCameraBody.md). ![Aim properties, with the Composer algorithm (red)](images/CinemachineAim.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraBody.md b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraBody.md index 7a7efd1d9..7fe966cda 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraBody.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraBody.md @@ -1,5 +1,7 @@ # Body properties +[!include[](includes/deprecation-message.md)] + Use the Body properties to specify the algorithm that moves the Virtual Camera in the Scene. To rotate the camera, set the [Aim properties](CinemachineVirtualCameraAim.md). ![__Body__ properties, with the __Transposer__ algorithm (red)](images/CinemachineBody.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraExtensions.md b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraExtensions.md index bc702364b..3769248d5 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraExtensions.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraExtensions.md @@ -1,5 +1,7 @@ # Extensions +[!include[](includes/deprecation-message.md)] + Extensions are components that augment the behavior of a Virtual Camera. For example, the [Collider](CinemachineCollider.md) extension moves a camera out of the way of GameObjects that obstruct the camera’s view of its target. Cinemachine includes a variety of extensions. Create your own custom extensions by deriving from the `CinemachineExtension` class. diff --git a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraNoise.md b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraNoise.md index 63e533494..56a09c326 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraNoise.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVirtualCameraNoise.md @@ -1,5 +1,7 @@ # Noise properties +[!include[](includes/deprecation-message.md)] + Use Noise properties in a Virtual Camera to simulate camera shake. Cinemachine includes a __Basic Multi Channel Perlin__ component, which adds Perlin noise to the movement of the Virtual Camera. __Perlin noise__ is a technique to compute random movement with a natural behavior. ![Choosing the Basic Multi Channel Perlin component to add camera noise](images/CinemachineBasicMultiChannelPerlin.png) diff --git a/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md b/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md index 47efc533c..d92fd9f7f 100644 --- a/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md +++ b/com.unity.cinemachine/Documentation~/CinemachineVolumeSettings.md @@ -1,5 +1,7 @@ # Cinemachine Volume Settings Extension +[!include[](includes/deprecation-message.md)] + Use the Cinemachine Volume Settings [extension](CinemachineVirtualCameraExtensions.md) to attach an HDRP/URP VolumeSettings profile to a Virtual Camera. The Cinemachine Volume Settings extension holds a Volume Settings Profile asset to apply to a Virtual Camera when it is activated. If the camera is blending with another Virtual Camera, then the blend weight is applied to the Volume Settings effects also. diff --git a/com.unity.cinemachine/Documentation~/cinemachine.md b/com.unity.cinemachine/Documentation~/cinemachine.md index 926c2c40d..eacbb775f 100644 --- a/com.unity.cinemachine/Documentation~/cinemachine.md +++ b/com.unity.cinemachine/Documentation~/cinemachine.md @@ -1,5 +1,7 @@ # Cinemachine +[!include[](includes/deprecation-message.md)] + ![Unity Cinemachine](images/CinemachineIntroImage.png) Cinemachine is a suite of modules for operating the Unity camera. Cinemachine solves the complex mathematics and logic of tracking targets, composing, blending, and cutting between shots. It's designed to significantly reduce the number of time-consuming manual manipulations and script revisions that take place during development. diff --git a/com.unity.cinemachine/Documentation~/cinemachineAPI.md b/com.unity.cinemachine/Documentation~/cinemachineAPI.md index 7ceb08611..1d26f5f12 100644 --- a/com.unity.cinemachine/Documentation~/cinemachineAPI.md +++ b/com.unity.cinemachine/Documentation~/cinemachineAPI.md @@ -1,3 +1,4 @@ +[!include[](includes/deprecation-message.md)] ### AxisState diff --git a/com.unity.cinemachine/Documentation~/handles.md b/com.unity.cinemachine/Documentation~/handles.md index 1733ffcd4..1db411b7d 100644 --- a/com.unity.cinemachine/Documentation~/handles.md +++ b/com.unity.cinemachine/Documentation~/handles.md @@ -1,5 +1,7 @@ # Cinemachine Scene Handles +[!include[](includes/deprecation-message.md)] + Cinemachine Scene Handles are a group of 3D controls that allow you to manipulate virtual camera parameters visually in the Scene view. You can use the handle tools to interactively adjust the selected object's parameters quickly and efficiently rather than controlling them via the inspector. Cinemachine Scene Handles automatically appear in the Scene view **toolbar overlay** when you select a type of virtual camera with an associated handle. diff --git a/com.unity.cinemachine/Documentation~/includes/deprecation-message.md b/com.unity.cinemachine/Documentation~/includes/deprecation-message.md new file mode 100644 index 000000000..0e685c41d --- /dev/null +++ b/com.unity.cinemachine/Documentation~/includes/deprecation-message.md @@ -0,0 +1,5 @@ +> [!IMPORTANT] +> In Unity 6.5 and later, Cinemachine 2 is deprecated. To upgrade your project from Cinemachine 2 to a later version, refer to [Upgrade a Project from Cinemachine 2.x](https://docs.unity3d.com/Packages/com.unity.cinemachine@3.1/manual/CinemachineUpgradeFrom2.html). + +> [!IMPORTANT] +> In Unity 6.6 and later, Cinemachine is a [core package](https://docs.unity3d.com/Manual/pack-core.html) that's distributed with your Unity Editor, so Cinemachine 2 and Cinemachine 3 aren't available in the Package Manager. In the Package Manager, use the Cinemachine version that matches your Unity Editor version instead. diff --git a/com.unity.cinemachine/Documentation~/index.md b/com.unity.cinemachine/Documentation~/index.md index 10fc4f77b..1ea2a00fc 100644 --- a/com.unity.cinemachine/Documentation~/index.md +++ b/com.unity.cinemachine/Documentation~/index.md @@ -1,5 +1,7 @@ # About Cinemachine +[!include[](includes/deprecation-message.md)] + ![Unity Cinemachine](images/CinemachineSplash.png) Cinemachine is a suite of modules for operating the Unity camera. Cinemachine solves the complex mathematics and logic of tracking targets, composing, blending, and cutting between shots. It is designed to significantly reduce the number of time-consuming manual manipulations and script revisions that take place during development.