Full-Fledged Flight Simulator using Cinemachine and Timeline
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