Unity and Cinemachine — Virtual Camera Aim Options

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Initial setup

To explore the Aim virtual camera options, we need two things. First is a game object to Look At. Go ahead and add a simple 3d object to your scene, such as a sphere or cube.

A new virtual camera with default settings

The Look At field

When a game object/transform is entered into the Look At field, the virtual camera will immediately change its rotation to be pointed directly at that object. In addition, the virtual camera will now be constantly checking if the specified object has moved and will continue to change its rotation to keep that object in view. It will not change its position.

The primary virtual camera has been set to Look At this blue sphere
  • Do Nothing: The virtual camera does not rotate to follow the target.
  • Composer: Keeps the target in the camera frame.
  • Group Composer: Keeps multiple targets in the camera frame.
  • Hard Look At: Keeps the target in the center of the camera frame.
  • POV: Rotates the camera based on user input.
  • Same As Follow Target: Settings are coming from the Body section.

The Aim options

With a game object selected for our Look At field, and Aim set to “Composer”, we can now see all of the options for modifying our virtual camera’s behavior.

The CinemachineVirtualCamera Aim options


As we can see through this examination of the Aim options, we can accomplish a lot just by carefully configuring our virtual camera options. It’s a very powerful tool, and I recommend playing around with the various options to better understand how you can make the best use of these options in your own project.



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