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Flow Camera

Camera Authoring with Flow Camera

Build scene-authored Camera Shots selected by Channel, activation, and priority.

Audience
Gameplay and camera developers
Time
15 minutes
Requires
A Unity Camera and a scene to frame
Modules
Flow Camera
On this page

Flow Camera separates shot authoring from camera selection. A Shot describes a pose and lens. A controller evaluates activated Shots in its Channel and selects the highest-priority candidate.

Video · 0:43Flow CameraWatch authored Camera Shots produce a visible camera result in Play Mode.

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Create the main camera surface

  1. Use GameObject > Flow Core > Main Flow Camera.
  2. Select the controller, click Open Full Configuration, and use Main to confirm it owns the intended Unity Camera.
  3. Keep its Channel as Main for the first setup.
  4. Use GameObject > Flow Core > Flow Camera Shot to create a Shot.
  5. Select the Shot, click Open Full Configuration, and use Main to set its Channel to Main and give it a unique Shot Name such as Gameplay.
  6. Activate the Shot and assign a Priority.
  7. Use Pose in the full configuration window to choose the pose mode and targets.

Separate Main configuration views show the Main Camera controller in Channel Main and the activated Gameplay Shot with Priority 0.

The controller and Shot have separate full configuration windows. Their Main views share Channel Main; Gameplay is activated with Priority 0.

Choose a pose mode

ModeUse when
FixedThe Shot transform directly defines the camera pose.
FollowThe camera follows a target with an offset.
LookAtThe camera keeps position and aims at a target.
FollowAndLookAtMovement and aim resolve from configured targets.

Follow and LookAt damping smooth continuous tracking. The transition setting controls the blend when a destination Shot becomes selected; it is a separate behavior.

Add selection

Create a second Shot in Channel Main with a different Shot Name, pose, and priority. Higher priority wins among eligible activated Shots. If the current Shot becomes ineligible, the controller falls back to the next candidate in the same Channel.

During Play Mode, open the controller’s Open Full Configuration window and select Debug to inspect Current Shot, Channel Winner, and Blending.

Gameplay and CloseUp compact Inspectors show Fixed poses and priorities 0 and 10, beside the CloseUp Game view and controller Debug state.

The two native Inspectors on the left show the Shot Transforms and priorities. The Game view on the right and controller Debug view below are separate captures after CloseUp wins in Channel Main; Current Shot and Channel Winner both identify CloseUp, with blending complete.

Keep identity stable

Channel and Shot Name are serialized identity. Set them before Play Mode. Use unique Shot Names within one Channel when graphs will select by name.

For picker suggestions, open Edit > Project Settings > Flow Core > Personal > Names & Whitelists and manage Camera Channels or Camera Shot Names. These lists are personal. The Channel and Shot Name selected on a controller, Shot, or Instruction remain serialized with that asset or scene. A valid runtime identity does not need to appear in a suggestion list.

Change Activated, Priority, targets, lens, or controlled rotation at runtime. Do not rely on renaming Channel or Shot Name during Play Mode to update lookup identity.

Main and output cameras

Use GameObject > Flow Core > Output Flow Camera for portraits, item previews, monitors, minimaps, or RenderTexture views. Give the output controller and its Shots a separate Channel so they run alongside Main without competing for the same candidates.

Common mistakes

  • A controller and Shot use different Channels.
  • Two Shots in one Channel share a lookup name.
  • GameObject active state is changed when only Shot eligibility should change.
  • Follow damping is tuned while expecting it to change the entry transition.
  • An output Shot is placed in the main camera Channel.