# Cinemachine 3 > **Target:** Unity **6000.5+**. Package: **`com.unity.cinemachine` 3.1.x** (Unity Manual for Editor **6000.5** lists **3.1.7** as released; check Package Manager for the exact resolve on your Editor). Namespace: **`Unity.Cinemachine`**. Primary type: **`CinemachineCamera`** (replaces CM2 `CinemachineVirtualCamera` / `CinemachineFreeLook`). > [!warning] Verification status > **None of the C# in this set was compiled in a Unity Editor.** APIs and workflows were checked against Cinemachine package docs **3.1.7** (What's New, CinemachineCamera, Brain, Orbital Follow, Position Composer, FreeLook setup, Blender Settings, Impulse Sources/Listener, Basic Multi Channel Perlin) and the Unity Manual package page for **6000.5**. Items marked *(unverified)* should be confirmed in your Editor before shipping. **Design lens:** Scott Rogers' **Three Cs** (Character, Camera, Control) and framing language in [[Level Up! (Review)]] (camera as storytelling). Pair look/orbit input with [[Input System]]. Drive cinematic shots from [[Timeline Basics]]. Follow targets often come from character motion in [[Animation]] / [[Animation Advanced]]. Treat a camera "brain service" as a small app service in [[Architecture and Code Patterns]]. **VR caveat:** [[Meta Quest 2]] / XR usually owns the main eye cameras. Cinemachine on HMD content is a special case (often disabled for the tracked eyes, or used only for non-HMD cutscene cameras). Do not blindly parent a `CinemachineBrain` onto the XR main camera without reading part 7. ## Reading order 1. **[[1.Package Install and Mental Model]]** - install `com.unity.cinemachine`, CM2→CM3 rename map, Brain + Channels + Tracking Target. 2. **[[2.Body Aim Noise and Priorities]]** - Position/Rotation Control components, Priority, Noise shortcut, extensions. 3. **[[3.Follow LookAt Framing and Orbital]]** - Follow, Orbital Follow (FreeLook), Position Composer, Third Person Follow, Pan Tilt. 4. **[[4.Impulse Noise and Extensions]]** - Continuous Perlin vs Impulse Sources/Listener, Deoccluder, Confiner. 5. **[[5.Blends Custom Blends Cut vs Ease]]** - Default Blend, Custom Blends asset, Cut vs Ease styles. 6. **[[6.Worked Example Third-Person and Cutaway]]** - FreeLook gameplay cam + cinematic cutaway with blends and Impulse. 7. **[[7.Pitfalls]]** - Brain/priority fights, Input System pairing, multiple brains/channels, VR caveats. ## Setup checklist (do once) 1. Unity **6000.5+** project (3D / URP / HDRP as you prefer). 2. Package Manager → Unity Registry → **Cinemachine** (`com.unity.cinemachine`). Confirm **3.1.x** in the details pane. 3. Main Camera should get a **Cinemachine Brain** when you create your first Cinemachine Camera from the menu (or add it manually). 4. Create `Assets/_Project/Cinemachine/` with `Cameras`, `Blends`, `Noise`, `Scripts`. 5. Install [[Input System]] if you want FreeLook / Orbital driven by actions (CM3 decouples input via `CinemachineInputAxisController`). ## Package / docs cited | Topic | Source | |---|---| | Package for Unity 6000.5 | https://docs.unity3d.com/Manual/com.unity.cinemachine.html (released **3.1.7**) | | What's new in CM3 | https://docs.unity3d.com/Packages/[email protected]/manual/whats-new.html | | CinemachineCamera | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineCamera.html | | CinemachineBrain | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineBrain.html | | FreeLook (CM3 setup) | https://docs.unity3d.com/Packages/[email protected]/manual/FreeLookCameras.html | | Orbital Follow | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineOrbitalFollow.html | | Position Composer | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachinePositionComposer.html | | Blender Settings | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineBlending.html | | Impulse Sources | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineImpulseSourceOverview.html | | Impulse Listener | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineImpulseListener.html | | Basic Multi Channel Perlin | https://docs.unity3d.com/Packages/[email protected]/manual/CinemachineBasicMultiChannelPerlin.html | ## Verified vs unverified (hub summary) **Verified (docs 3.1.7):** namespace `Unity.Cinemachine`; `CinemachineCamera` replaces VirtualCamera/FreeLook; pipeline components live on the same GameObject (`GetComponent`, not hidden `cm` child); Tracking Target + optional distinct Look At; Position Control options (Follow, Orbital Follow, Third Person Follow, Position Composer, Hard Lock, Spline Dolly); Rotation Control (Rotation Composer, Hard Look At, Pan Tilt, Rotate With Follow Target); Channels instead of Unity layers for Brain filtering; `CinemachineInputAxisController` for input; Blender Settings Cut / Ease In Out / Ease In / Ease Out / Hard In / Hard Out / Linear / Custom; Impulse Source + Collision Impulse Source + Impulse Listener; Basic Multi Channel Perlin for continuous noise. **Unverified (not compiled):** exact Input System action map wiring field names on `CinemachineInputAxisController` across minor 3.1 patches; Timeline Cinemachine track clip API details beyond [[Timeline Basics]]; XR/Quest interaction with Brain (see part 7 caveats); any `CinemachineCore` event listener signatures you wire by hand without checking the 3.1 API page. ## Cross-links [[Level Up! (Review)]] · [[Input System]] · [[Timeline Basics]] · [[Animation]] · [[Animation Advanced]] · [[Architecture and Code Patterns]] · [[Meta Quest 2]] ## See also (added 2026-11-10) - [[Post-Processing]] — volume grades and hit feedback; Impulse remains the shake - [[Async Code]] — waiting on a beat around a camera cut See also (added 2026-11-10): [[Combat Feel and Hit Feedback]] / [[4. Hit-Stop Knockback and Feedback]] - Impulse as hit juice, not a scripted camera offset. See also (added 2026-11-10): [[Splines]] / [[4. SplineAnimate Dollies and Cameras]] - a SplineAnimate cart, with Cinemachine following the cart (no invented spline-body component).