This component pans a camera from point A to B. It can be used for both capturing videos and in-game cinematic moments. For complex sequences with multiple shots simply add copies of this template as needed and set up their sequence numbers to create a chain.
How to use
Drop the Cinematic Shot Component template into your Hierarchy. This template contains the binding set and a Cinematic Shot that can be duplicated for your shots.
- Position the Camera Start and Camera End at the desired locations.
- If the shot looks at a specific point position the Target object and use the LookAtTarget option.
- Configure properties at the root of the Cinematic Shot template, such as duration, action binding, and sequence number.
- Play the game and activate the camera with the specified key (default is M).
TIP: For an easy workflow when positioning cameras:
- During edit mode, select the camera you wish to position.
- Move the editor view to the position and rotation you want.
- Right-click in the middle of the screen and select: “Move Selected Object to Camera and Align Orientation”.
NOTE: The editor’s camera has a fixed FOV, while the cinematic cameras can have their FOVs customized, therefore what the editor view sees is not exactly what the cinematic camera will show.
TIP 2: See the tooltips on each custom property for more info about each option.
For capturing game video the use of keyboard shortcuts is recommended when activating a shot. If multiple shots are set up with the same key binding, pressing the key will cycle through them.
For game-play moments, cinematic sequences should be triggered with events by setting the PlayOnEvent property. At the given game-play moment a server script should call Events.BroadcastToPlayer()
. If all players should see the cinematic at the same time use Events.BroadcastToAllPlayers()
instead.