How to use Cinemachinie Virtual Camera Extensions: Storyboards

Using Storyboards in Unity with Cinemachine Virtual Cameras is super easy, so let’s get right to it!

I am going to use the vcam1 here, which is a 3rd person camera. Now, if you were building a scene for instance, you could make and position a custom camera just for creating with your storyboard reference. I will be keeping it simple for this example.

With my virtual camera selected, navigate to the inspector and find the Extensions option. Use the Add Extension drop-down to view available options.

Choose the Cinemachine Storyboard option and a matching script component will generate in the inspector.

The camera in the Game View should now show as solid white.

I bring an image into the Project folder to use as reference.

Back on the virtual camera, the Show Image box is where you can drag your image in to assign it.

Now my image shows in the Game View.

The Alpha option can be reduced to make the reference image semi-transparent.

The world can now be seen through the layered image.

The Split View slider can be used to move the range of view left and right on the reference image.

Here is what that looks like.

The Storyboard Global Mute option will hide the storyboard when enabled.

The main Cinemachine button also has a Storyboard Global Mute command for when you want to hide all storyboards in your scene.

That’s it for this brief article on using storyboards. Please join me in my next article where I cover using the Impulse Listener Extension to shake the camera. Thanks for reading!

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I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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Jared Amlin

Jared Amlin

I am an artist and musician, that is currently diving headfirst into game development with C# and Unity3D.

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