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Lesson 409 of 8286. Animation and CinemachineFree lesson

Controlling Cinemachine Cameras via Timeline

Master the Cinemachine Track to orchestrate seamless camera transitions and shot changes during scripted game sequences.

In this lesson, you will learn how to orchestrate complex, multi-shot cinematic sequences by layering Cinemachine Virtual Cameras directly into the Unity Timeline.

Orchestrating Cameras with the Cinemachine Track

While you have previously managed transitions using camera priorities and collision triggers, Timeline offers a dedicated space to sequence these events visually. By adding a Cinemachine Track to your Timeline asset, you gain precise control over which camera is active at any given frame.

Instead of writing scripts to toggle camera priorities, you simply drag your Virtual Cameras from the Hierarchy into the Timeline window. This creates a "Cinemachine Shot" clip. When the Timeline playhead enters a clip, that camera immediately becomes the active view for the CinemachineBrain.

Seamless Transitions

The true power of the Cinemachine Track lies in how it handles the "hand-off" between shots. When you place two Cinemachine Shot clips next to each other, or overlap them slightly, the CinemachineBrain automatically uses its defined Default Blend settings to create a smooth transition—such as a Cut, Ease In/Out, or even a cross-fade—without you needing to write a single line of logic.

Practical Workflow

To set this up:

  1. Open the Timeline window and create a new Timeline asset.
  2. Click the + icon in the Timeline track header and select Cinemachine Track.
  3. Drag your desired Cinemachine Virtual Camera object into the track.
  4. Adjust the length of the clip to define exactly how long the camera remains active.

If you have multiple cameras, simply add them to the same track or create separate tracks to organize your shots. By overlapping the clips, you tell Unity to interpolate between the camera transforms, creating professional-grade camera movements that are perfectly synchronized with your game’s animation tracks.

// You don't need code for this! 
// The CinemachineBrain component on your Main Camera 
// automatically listens to the Cinemachine Track 
// and handles the transition blending for you.

By visualising your camera cuts in the Timeline, you eliminate the overhead of complex state-driven logic, allowing for faster iterations on your cutscene pacing.

Key Takeaway: Using the Cinemachine Track in Timeline transforms camera orchestration from a scripting challenge into a visual, frame-accurate layout process that leverages your existing blending settings.