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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. Confirm the controller 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. Set its Channel to Main and give it a unique Shot Name such as Gameplay.
  6. Activate the Shot and assign a Priority.
  7. Choose the pose mode and targets.
Image 04_04_01Screenshot production note

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

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.

Image 04_04_02Screenshot production note

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.