# 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