Cinematic camera waypoint system — author in SceneView or at Runtime, Timeline + Cinemachine 3 integration, fade, shake, auto-banking and more..Cinematic Camera Controller: Waypoint-Based Storytelling, SolvedCinematic Camera Controller is a complete waypoint-based camera system for Unity that gives you two completely independent workflows in one drop-in package: an Editor authoring tool that works entirely from the SceneView with no scene setup, and a Runtime drag-and-drop prefab with in-game waypoint placement, fly camera controls, and a full editing UI.Author cinematic sequences ahead of time, let your designers tweak them at runtime, or both — the package handles every step from authoring to playback to recording.--- Why Choose Cinematic Camera Controller?Two Independent Workflows in One Package: Use the SceneView Editor Window to author sequences as ScriptableObject assets ahead of time, OR drop the runtime prefab into a scene and place waypoints live during Play Mode with WASD fly controls — same data model, same playback engine, your choice per project.Per-Waypoint Catmull-Rom Tension: Hermite-form Catmull-Rom interpolation with a per-waypoint tension slider (0 = sharp corners, 0.5 = standard smooth, 1 = very rounded) lets you tune curve tightness segment by segment instead of being stuck with a global setting.Cinematic Effects Built In: Per-waypoint Black Screen Fade (configurable durations), per-waypoint Camera Shake (Perlin-noise based), and Auto-Banking that tilts the camera into turns along the spline path — all triggered automatically.Timeline Integration with Weighted Blending: A custom Cinematic Waypoint Track lets you compose entire shot lists in the Timeline window, with overlapping clips that blend automatically using weighted interpolation.Optional Cinemachine 3.0+ Adapter: When Cinemachine 3.0+ is installed, an adapter routes playback through a managed CinemachineCamera with priority swap and graceful return. Silently falls back to Camera.main on older versions.Dependencies Installer Window: A bundled installer window auto-opens after the first import if any required UPM package is missing. Features one-click "Install All" using Unity's atomic API.Production-Ready Polish: 165 EditMode unit tests, comprehensive PDF documentation, 5 example scenes, and full support for Built-in, URP, and HDRP.--- Key FeaturesCinematicSequenceAsset: ScriptableObject-based sequences with Catmull-Rom interpolation, easing curves, FOV control, roll, tension, and dynamic look-at targets.SceneView Editor Window: 3D handles, path visualization, frustum preview, real-time scrubbing, and formation tools — no GameObjects required in the scene during authoring.Runtime Drag-and-Drop Prefab: All-in-one system with FlyCameraController (WASD + mouse), in-game waypoint placement (Z key), and full UI Toolkit interface.Dynamic LookAt Targets: Each waypoint can track any scene object; targets are persisted by ID to survive Save/Load cycles.PlayFromAsset API: Trigger sequences from code with smooth blend transitions and ShowUI/HideUI events.Save / Load System: Persist sequences as JSON files or ScriptableObject assets directly from the runtime UI.10 Formation Tools: Circle, Arc, Line, Ellipse, Spiral, Rectangle, Figure 8, V-Shape, Rising Arc, and Zigzag for instant waypoint arrangement.Multi-Select & Batch Edit: Ctrl/Shift+Click support with a multi-edit popup for batch operations on duration, tension, and more.Direction Arrows: Visual indicators along the path so designers can read sequence flow at a glance.Auto-Banking: Smooth automatic camera roll into curves with adjustable strength and smoothed ring buffer.Teleport Waypoints: Mark a waypoint as "instant" to skip interpolation and cut to it directly.ICinematicCameraTarget Interface: Implement your own custom camera backend (custom rigs or 3rd party systems) by providing four simple methods.Event-Driven Architecture: Static HandlerData event bus keeps systems decoupled — zero singletons.Example Scripts: Includes Trigger Zones (BoxCollider) and Editor Toggles (T-key) for quick implementation.165 EditMode Unit Tests: Full coverage of math, API, state machines, and save/load logic.--- RequirementsUnity 2022.3 LTS or newer (tested on 2022.3, 2023.x and Unity 6).Timeline package (pre-installed in fresh Unity 2022.3+ projects).Built-in, URP or HDRP render pipelines.--- Optional Integrations (auto-detected)Cinemachine 3.0+ (com.unity.cinemachine): Routes playback through managed cameras.Unity Recorder (com.unity.recorder): Enables the recording panel in both the editor and runtime UI.Unity Version Support: All versions from 2022.3 LTS and newerRender Pipelines: Compatible with Built-in, URP, and HDRP.Dependencies: None required. Timeline is pre-installed in fresh 2022.3+ projects and is auto-detected via versionDefine.Optional Integrations: Cinemachine 3.0+ (Asset Store / UPM) and Unity Recorder (UPM) — both are auto-detected at compile time with no manual wiring required.Assembly Definitions: Clean structure with 7 asmdefs (Runtime, Runtime.Timeline, Editor, Editor.Timeline, Editor.Installer, Examples, Tests.EditMode).Namespace: AnkleBreaker.CinematicCameraControllerInterpolation: Hermite-form Catmull-Rom with per-waypoint tension control (0 to 1).Camera Effects: Black Screen Fade state machine, Perlin-noise Camera Shake with envelope fade-out, and Auto-Banking with a smoothed ring buffer.Formation Tools: 10 presets (Circle, Arc, Line, Ellipse, Spiral, Rectangle, Figure 8, V-Shape, Rising Arc, Zigzag).Sample Scripts: Includes 5 demo scenes.Save / Load: Native support for JSON files (Application.persistentDataPath) and ScriptableObject assets (.asset).Editor UI: Modern UI Toolkit (UXML / USS) used for both the Editor Window and the runtime overlay.Architecture: Decoupled, event-driven static HandlerData. Zero singletons.Input Support: Supports both Legacy Input Manager and the New Input System (auto-detected via ENABLE_INPUT_SYSTEM).Unit Tests: 165 EditMode tests included for stability and math verification.Documentation: Comprehensive illustrated PDF (Documentation.pdf) included, plus detailed tooltips on every serialized field.




