Full-Fledged Flight Simulator using Cinemachine and Timeline

Dylan Rider Crow
3 min readJul 14, 2022

This article is going to go over what aspects of Cinemachine and Timeline I used with a project I recently completed.

CINEMACHINE

→ Pov Camera

→ Blend List Camera:

Camera 1 :

Camera 2 :

Camera 3 :

Camera 4 :

Camera 5 :

TIMELINES:

→ Intro Timeline:

  • Control track to control the VFX
  • Animation track for the spaceships movement
  • 2 Audio tracks
  • Cinemachine Camera tracks
  • Activation track to hide the cockpit
  • Activation track to control spaceships viewability

→ Start the race Timeline

  • 2 Control tracks for VFX
  • 3 audio tracks
  • Active track to enable view of ship and disable view
  • Animation track for moving the ship
  • Cinemachine track to change camera views
  • Signal Emitter to start race timer

→ End the race Timeline

  • 3 audio tracks
  • 2 animation tracks (one for player and one for host ship)
  • activate track to control sight of host ship
  • 2 control tracks for VFX
  • Cinemachine track to change camera angles
  • Signal Emitter to stop the timer and to create a button to reset the game

--

--

Dylan Rider Crow

Hi, I am an avid game designer/game player. Game development is an artwork that not only requires creativity but critical thinking. #bestattributes