CineOperator — Camera Operator Simulation
Polynest
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Don't animate a camera - direct a camera operator. A simulated crew: operator, handheld, real lenses, focus puller, dolly, crane, Steadicam, film moves and takes.Your camera should look like a person is holding it.Scripted cameras are perfect, and that is what gives them away. CineOperator replaces mathematically exact tracking with a simulated camera crew. The operator reacts a beat late, pans with the weight of a fluid head, lets the subject drift inside the frame, anticipates, overshoots and corrects — the way real footage feels.Around the operator stands the rest of the crew: hands on the camera, a lens chosen in millimetres, a focus puller who sometimes misjudges a distance, grips pushing a dolly, a crane arm that flexes, a Steadicam that floats.You direct. Tell the camera who to film and how the crew works — Reference, Cinema, Documentary, Action or Amateur — and call the shots: a dolly zoom, a crash zoom, a whip pan, a rack focus. Record the take you like and replay it exactly, or lay the whole shot list out on a Timeline.The crewCamera operator — reaction time, dead zone, anticipation, overshoot and correction on a simulated fluid head.Handheld — body sway, breathing, hand tremor and the inertia of the camera's weight, from a phone to a heavy cinema package.Lens — focal length in millimetres on Full Frame, Super 35, APS-C, Micro Four Thirds or a custom sensor.Hand zoom — a person on the zoom ring: late, weighty, a touch past the mark and back.Focus and focus puller — follow focus and depth of field computed in diopters; pulled by a motor, or by a person who judges distances by eye.Composition — rule of thirds, headroom, eye line, lead room and shot sizes, reached through the lens.Rigs — a dolly on a track, a crane, a Steadicam, each moved by a simulated grip or operator.Film moves — dolly zoom, crash zoom, whip pan and rack focus.Takes — record what the camera did, replay it exactly, blend in and out, export it as an Animation Clip.DirectingCrew styles — one choice styles every module of a camera at once, in the editor or at runtime: CineCrew.Apply(camera, CineCrewStyle.Documentary).Camera Director window — every camera in your scenes, what it is made of, what is wrong with it (with one-click fixes), and cut / film moves / takes while the game runs.Timeline (optional) — take, shot and film-move tracks; scrub the playhead and the recorded shot scrubs with it.Cinemachine 3 (optional) — the operator as a Cinemachine Rotation Control and the handheld as its noise, or a whole CineOperator camera running inside a Cinemachine Brain.URP depth of field (optional) — the simulated focus rendered with URP's Bokeh depth of field.Built for productionDeterministic and frame-rate independent: the same shot at 30 or 240 fps, the same take every time with the same seed.Zero per-frame allocations in the camera pipeline.Non-destructive: a camera moved by a parent or a script is adopted, not fought. NaN-safe throughout.A modular, staged pipeline you can extend with your own modules. Full C# source, namespaces and assembly definitions.No required dependencies. The Timeline, Cinemachine and URP integrations compile only when those packages are installed.750+ automated EditMode and PlayMode tests ship with the package.20 demo scenes — one per feature, each with an on-screen panel explaining what to look for — plus Timeline and Cinemachine demo scenes.Technical detailsUnity 6.3 (6000.3) or newer.Render pipelines: Built-in ✓, URP ✓ (rendered depth of field needs URP 14+). HDRP: not tested.Optional packages: Timeline 1.6+, Cinemachine 3.0+, Universal RP 14+.Full C# source code; runtime, editor, integration, sample and test assemblies (assembly definitions).Demo panels use IMGUI and work with either input system.Pure C#, no native plugins. Verified in the Editor on Windows and in a Windows standalone (Mono) build.Documentation: README, Getting Started, Modules reference and Architecture guide (in the package).RequirementsUnity 6.3 (6000.3) or newer.Render pipelines: Built-in and URP. The samples are verified in both; sample materials follow the project's pipeline automatically. HDRP is untested.No required packages. Optional, compiled only when installed: Universal RP 14+ (rendered depth of field), Timeline 1.6+ (shot-list tracks), Cinemachine 3.0+ (operator and handheld for Cinemachine cameras, and a bridge that runs a whole CineOperator camera inside a Brain).What is in the package24 components, 8 shareable style profiles (ScriptableObjects) and 12 built-in preset sets.147 runtime scripts and 44 editor scripts, all in Polynest.CineOperator.* namespaces; 20 assembly definitions.Full C# source code. No DLLs, no native plugins, no third-party code.20 demo scenes (one per feature, each with an on-screen panel), a basic sample scene, and Timeline and Cinemachine demo scenes as separate packages to import when those packages are installed.759 automated tests (EditMode and PlayMode), compiled only when the Test Framework package is present.Documentation in the package: README, Getting Started, a module-by-module reference and an architecture guide.EngineeringDeterministic and frame-rate independent: the same seed and the same input produce the same shot at 30 or 240 fps (human timing is simulated in fixed 1/240 s substeps).Zero per-frame GC allocations in the camera pipeline, verified by automated allocation tests.Non-destructive: a camera moved by a parent, a script or another tool is adopted, never fought; NaN and infinity are rejected before anything reaches the Transform.A staged pipeline (Rig, Lens, Aim, Perturbation, Finalize) you can extend with your own modules.Works with both input systems; the demo panels use IMGUI.Editor tooling: a Camera Director window, custom inspectors with presets and Scene-view gizmos, undoable set-up menus, and an Animation Clip exporter for recorded takes.PlatformsPure C#: no platform-specific code. Built and run as a Windows standalone (Mono) player during verification; other platforms are not specifically tested.




