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.
Create the main camera surface
- Use
GameObject > Flow Core > Main Flow Camera. - Confirm the controller owns the intended Unity Camera.
- Keep its Channel as
Mainfor the first setup. - Use
GameObject > Flow Core > Flow Camera Shotto create a Shot. - Set its Channel to
Mainand give it a unique Shot Name such asGameplay. - Activate the Shot and assign a Priority.
- Choose the pose mode and targets.
此处插图应该是 Main Flow Camera Controller 与 Gameplay Flow Camera Shot 的 Inspector 对比截图;显示相同 Channel、Activated、Priority、Shot Name 和 Controlled Camera,并用标注线连接匹配字段。
Choose a pose mode
| Mode | Use when |
|---|---|
| Fixed | The Shot transform directly defines the camera pose. |
| Follow | The camera follows a target with an offset. |
| LookAt | The camera keeps position and aims at a target. |
| FollowAndLookAt | Movement 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.
此处插图应该是 Scene 视图中 Gameplay 与 CloseUp 两个 Flow Camera Shot Gizmo 的截图;同时显示各自 Priority,并在 Game 视图小窗中展示当前高优先级 Shot 的构图。
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.
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.