"Precious Cinemachine, it is! The clever tricksy tool for the filmmakers, yes. Makes the cameras dance and sway, so smooth, so nice. We loves how it follows the subjects, like a sneaky hobbit, never losing sight. Yes, it automates the shots, precious, so we can focus on the story, the precious story."
– Gollum
Update: 3.1.2 has been released.
Release Notes:
We’ve added a new Rotation behaviour for creating curated spline-based shots: SplineDollyLookAtTargets. With it, you can assign LookAt targets to specific points on the spline, so that when the camera reaches that point, it looks at the desired target. In between, it rotates the camera intelligently, easing in and out of the target rotations.
You can look at target objects (with an offset that you can specify), or at absolute points in space.
It comes with a nifty new scene-view tool for setting it all up.
Bugfixes:
- InputAxis.TriggerRecentering() function caused the axis to immediately snap to its recenter value.
- When multiple CM Brains were present, FixedUpdate cameras were sometimes being updated too frequently, resulting in jittery motion.
- StateDrivenCamera inspector was failing to correctly set the states in the instruction list.
- Decollider ignored terrain layers when resolving obstacles.
- The GroupAverage Rotation Mode in CinemachineTargetGroup was not calculated properly.
- Added missing null check in CinemachineTargetGroup.WeightedMemberBoundsForValidMember().
- CinemachineTargetGroup was erroneously showing the Legacy Targets member in the inspector.
- Added missing null check in CinemachineDeoccluder.PushCameraBack().
- Cinemachine did not work properly with scaled splines.
Other Changes:
- CinemachineGroupFraming now has a compatibility mode so that it can work out of the box with CinemachineConfiner2D.
- Added Recenter Target setting to CinemachinePanTilt.
- SimplePlayerController no longer uses PlayerController.isGrounded because it’s not reliable outside of FixedUpdate.
- Removed FadeOutNearbyObjects sample scene and shader, because it was not showing anything useful.
If you are currently using Cinemachine 2.X:
Please note that not everybody using Cinemachine 2.X needs to upgrade. We will continue to support CM2 for some time. The latest CM2 update is here .
Before upgrading to Cinemachine 3, check if you have custom scripts that make significant use of the Cinemachine API. If so, it may be better to stick with previous versions. And, although we provide a tool to convert project data, there is currently no automated way to migrate code. The Unity API updater can’t take care of all the API changes, so this will require a manual upgrade.
If you are using Cinemachine “out of the box” without any custom scripting using its API, the upgrade process will be relatively easy.
Resources
For more information, please have a look at:
Requirements
- The recommended version is Unity 6.
- The minimum required Unity version is 2022.3.
Getting started
- Open a new project through the hub
- Go to Window > Package Manager
- Search for Cinemachine in the Unity registry
- In the version history select 3.1.1


