ABSTRACT

This chapter introduces a set of behaviors for Unity designed to address the need for producing high-quality video of virtual reality (VR) applications. These behaviors are implemented through a camera director and a toolbox of cameras each providing different cinematic shots suited towards capturing specific aspects of a VR application. The purpose of the camera director is to provide a means to select between any of the cinematic views of a VR scene—all of which can be captured independently of the user’s actual point of view. An orbit camera will orbit around any game object at a set speed, determined by a speed property, and distance, determined by the initial relative distance to the target game object. The chapter presents a more generalized version of a shoulder camera that may be positioned anywhere relative to the user’s viewpoint.