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�C�A�M�E�R�A�*�*�xh�t�t�p�s�:�/�/�d�o�c�s�.�u�n�i�t�y�3�d�.�c�o�m�/�P�a�c�k�a�g�e�s�/�c�o�m�.�u�n�i�t�y�.�c�i�n�e�m�a�c�h�i�n�e�@�2�.�6�/�‰ˆˆ<���Ž]“À������������������� ���@��������� ������� ���‚x¤4u€¡€¥€©¨€°€´¬°€¸€Ä€Å´¸€É€Í €½¼€ÑÌ€UÔ)€½€½-€àÜ‚‚œ‚ €¬‚d‚<‚Täx€˜èì= AðôIøüAM€½‚�øA €½QY‚- €½‚‚‚‚‚%i‚‚ €È9„‚(‚,‚0m‚4‚8‚@Œq‚H‚L‚P‚X‚\‚`‚h‚l €½‚l‚p€Ñ‚tp€Ð‚|‚€€½4 €½€½€½A‚„‚ˆ A‚Œ‚”‚x‚˜ €½€Ô‚¨‚¬A€©‚´‚¸A€©‚À €½€©‘•‚È¡Ut¹(‚Ì‚Ôƒƒ\ €½‚ØL‚Ü €½Á ¡y‚ä €½€á‚è‚ì€ÀÈ Ä€½5e‚$ €È]‚ð‚Dy‚¼€Õ‚¤ €½‚ô‚° €½‚ø‚üƒƒ�$‚ô ‚x€° €° I IM IyU a} IyU 5 4 � �€° €©5 59 5 � �€Å��� €Ù€Ý €Ù ‚ˆ�€´ �€´ €´ €° €¸�� 5 �€½€½5 5€°Ð 555€ 555€5!Ð 55€5 !5 % 55€° €° 5€° x�� 55 xx €˜5 €°5 9�M M � €½Q ‚4 ‚ ‚�4 �i %m m--- €© €© i�i‚5 i 5 %5 €©x �€È €È‚x0��U �‚x €° 555 955 59955 555 €°]59 ]55 5‚ ]] 55] m - 5p€°�%p59 �%pm5 5€¬ 5€¬‚d 9 995 5559 555555 95 ‚` � �‚h ‚h��€° ‚l y ‚l�€°€°€°��55‚h5‚h55�99‚h9‚h99 55555 �€Ñ €Ñ €Ñ ‚p €° €´ €° €¸€¸ �p �t��€Ð 4 � 5 5 �‚ˆ ‚ˆ�€© ‚¼ 40� 0�€½� €Ø €Ø €¬ 5 ‚ ‚ 5‚ 9‚ �‚” ‚” 55 €Ô €°‚œ �‚` €©€© €´€¸€´ €°5�€Å €Å ��5‚¨5 59�U�€�55€�����‚¬�‚¬���‚¸�5€©�9€©�‚¼�‚¼€© •‘ U U ¥ ) © 5 5 )5 )5 €Ñ €Ñ ‚Ø55��\ 559 �‚Ø ‚Ø �€½Á4�]yÑ��€á�€á �� 5 9 - 5�55 �55555�===�---�5 �9555�5555�9995�-955�99-5�]]- �a ei ae ÄÄ xPx ePxi xe eUi e�ô= €©x€È ex€Èi €©e €È€È ]] ]] ‚ð e€˜5i e ‚d €¬ y ei €¸€¸A e€¸Ai €¸e 55 ‚ô ‚ô ‚ô €© �‚¼ ‚¼ m ‚¼m • ‚ü L5��‚Ô 559�‚ô‚ô‚ô��‚ô(�(�(�(�€°(�€©(�(�€Å�(�5(�€´(�€½€½5�(�(�(�%(�i(�‚x(�](�m(�(�9(�‚h�€°(�€Ñ(�U(�(�p(�t�€Ð��(�‚ˆ(�‚”(�-��‚¬�‚¸�\(�(�=(�‚¼�‚ô��������TWrapNonExceptionThrows������!�com.unity.cinemachine.editor��5�0Cinemachine.CinemachineBrain+<AfterPhysics>d__33��=�8Offset the camera's position by this much (camera space)���When to apply the offset��}�xIf applying offset after aim, re-adjust the aim to preserve the screen position of the LookAt target as much as possible��!�When to apply the adjustment��!�Tilt the camera by this much�� �Pan the camera by this much��!�Roll the camera by this much��/�*Scale the zoom by this amount (normal = 1)���������€?��Y�TLowering this value relaxes the camera's attention to the Follow target (normal = 1)��Y�TLowering this value relaxes the camera's attention to the LookAt target (normal = 1)���Aim Target Detection��-�(Objects on these layers will be detected��d�_Objects with this tag will be ignored. It is a good idea to set this field to the target's tag��0�+How far to project the object detection ray��€ã�€ÝThis 2D object will be positioned in the game view over the raycast hit point, if any, or will remain in the center of the screen if no hit point is detected. May be null, in which case no on-screen indicator will appear��€¯�€©Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all of the children define targets of their own.��€¸�€²Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all of the children define targets of their own.��i�dWhen enabled, the current child camera and blend will be indicated in the game window, for debugging��c�^When enabled, the child vcams will cycle indefinitely instead of just stopping at the last one��8�3The set of instructions for enabling child cameras.��c�^When enabled, the current camera and blend will be indicated in the game window, for debugging��T�OWhen enabled, the camera's frustum will be shown at all times in the scene view��€†�€€When enabled, the cameras will always respond in real-time to user input and damping, even if the game is running in slow motion��4�.If set, this object's Y axis will define the worldspace Up vector for all the virtual cameras. This is useful for instance in top-down game environments. If not set, Up is worldspace Y. Setting this appropriately is important, because Virtual Cameras don't like looking straight up or straight down.��K�EThe update time for the vcams. Use FixedUpdate if all your targets are animated during FixedUpdate (e.g. RigidBodies), LateUpdate if all your targets are animated during the normal Update loop, and SmartUpdate if you want Cinemachine to do the appropriate thing on a per-target basis. SmartUpdate is the recommended setting��k�fThe update time for the Brain, i.e. when the blends are evaluated and the brain's transform is updated��m�hThe blend that is used in cases where you haven't explicitly defined a blend between two Virtual Cameras��n�iThis is the asset that contains custom settings for blends between specific virtual cameras in your scene��S�NThis event will fire whenever a virtual camera goes live and there is no blend��€’�€ŒThis event will fire whenever a virtual camera goes live. If a blend is involved, then the event will fire on the first frame of the blend.��€©�€£Default object for the camera children to look at (the aim target), if not specified in a child camera. May be empty if all children specify targets of their own.��€²�€¬Default object for the camera children wants to move with (the body target), if not specified in a child camera. May be empty if all children specify targets of their own.��@�;Wait this many seconds before activating a new child camera��C�>An active camera must be active for at least this many seconds��€¢�€œIf checked, camera choice will be randomized if multiple cameras are equally desirable. Otherwise, child list order and child camera priority will be used.��_�ZThe blend which is used if you don't explicitly define a blend between two Virtual Cameras���Obstacle Detection��f�aObstacles with this tag will be ignored. It is a good idea to set this field to the target's tag��C�>Objects on these layers will never obstruct view of the target��=�8Obstacles closer to the target than this will be ignored��u�pWhen enabled, will attempt to resolve situations where the line of sight to the target is blocked by an obstacle���m_PreserveLineOfSight��€¹�€³The maximum raycast distance when checking if the line of sight to this camera's target is clear. If the setting is 0 or less, the current actual distance to target will be used.�� �m_LineOfSightFeelerDistance��F�ADon't take action unless occlusion has lasted at least this long.��€³�€Camera will try to maintain this distance from any obstacle. Try to keep this value small. Increase it if you are seeing inside obstacles due to a large FOV on the camera.��P�KThe way in which the Collider will attempt to preserve sight of the target.�����€?�� A��€‚�}Upper limit on how many obstacle hits to process. Higher numbers may impact performance. In most environments, 4 is enough.����������@��g�bSmoothing to apply to obstruction resolution. Nearest camera point is held for at least this long��������� A��€ž�€˜How gradually the camera returns to its normal position after having been corrected. Higher numbers will move the camera more gradually back to normal.���m_Smoothing��q�lHow gradually the camera moves to resolve an occlusion. Higher numbers will move the camera more gradually.���Shot Evaluation��€˜�€’If greater than zero, a higher score will be given to shots when the target is closer to this distance. Set this to zero to disable this feature.��O�JThe confiner can operate using a 2D bounding shape or a 3D bounding volume��:�5The volume within which the camera is to be contained��<�7The 2D shape within which the camera is to be contained��€‹�€…If camera is orthographic, screen edges will be confined to the volume. If not checked, then only the camera center will be confined���zHow gradually to return the camera to the bounding volume if it goes beyond the borders. Higher numbers are more gradual.���The path to follow��3�.When to move the cart, if Velocity is non-zero��0�*How to interpret the Path Position. If set to Path Units, values are as follows: 0 represents the first waypoint on the path, 1 is the second, and so on. Values in-between are points on the path in between the waypoints. If set to Distance, then Path Position represents distance along the path.��u�pMove the cart with this speed along the path. The value is interpreted according to the Position Units setting.��� m_Velocity��€å�€ßThe position along the path at which the cart will be placed. This can be animated directly or, if the velocity is non-zero, will be updated automatically. The value is interpreted according to the Position Units setting.���m_CurrentDistance��{�vThe object that the camera is looking at. Setting this will improve the quality of the blends to and from this camera��@�;Hint for blending positions to and from this virtual camera���m_PositionBlending��D�?The shot width to maintain, in world units, at target distance.��������� A��€©�€£Increase this value to soften the aggressiveness of the follow-zoom. Small numbers are more responsive, larger numbers give a more heavy slowly responding camera.�����€?��3C��?�:Lower limit for the FOV that this behaviour will generate.��?�:Upper limit for the FOV that this behaviour will generate.��@�;Object for the camera children to look at (the aim target).��I�DObject for the camera children wants to move with (the body target).��y�tIf enabled, this lens setting will apply to all three child rigs, otherwise the child rig lens settings will be used���m_UseCommonLensSetting���m_LensAttributes��€¸�€²Specifies the lens properties of this Virtual Camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active���m_BlendHint���Axis Control��L�GThe Vertical axis. Value is 0..1. Chooses how to blend the child rigs��E�@Controls how automatic recentering of the Y axis is accomplished��k�fThe Horizontal axis. Value is -180...180. This is passed on to the rigs' OrbitalTransposer component��;�6The definition of Forward. Camera will follow behind.��E�@Controls how automatic recentering of the X axis is accomplished���Orbits��€²�€¬The coordinate space to use when interpreting the offset from the target. This is also used to set the camera's Up vector, which will be maintained when aiming the camera.��q�lControls how taut is the line that connects the rigs' orbits, which determines final placement on the Y axis���m_SplineTension��6�1The radius and height of the three orbiting rigs.��� m_HeadingBias��+�&The weight of the first tracked camera��,�'The weight of the second tracked camera��+�&The weight of the third tracked camera��,�'The weight of the fourth tracked camera��+�&The weight of the fifth tracked camera��+�&The weight of the sixth tracked camera��-�(The weight of the seventh tracked camera��,�'The weight of the eighth tracked camera��I�DIf checked, then the path ends are joined to form a continuous loop.��Y�TThe waypoints that define the path. They will be interpolated using a bezier curve.��Z�UThe state machine whose state changes will drive this camera's choice of active child��7�2Which layer in the target state machine to observe��€�€ŠThe set of instructions associating virtual cameras with states. These instructions are used to choose the live child at any given moment��g�bThe blend which is used if you don't explicitly define a blend between two Virtual Camera children��O�JThis is the asset which contains custom settings for specific child blends��3�.If checked, all storyboards are globally muted��e�`If checked, the specified image will be displayed as an overlay over the virtual camera's output���The image to display��E�@How to handle differences between image aspect and screen aspect��=�8The opacity of the image. 0 is transparent, 1 is opaque��M�HThe screen-space position at which to display the image. Zero is center��4�/The screen-space rotation to apply to the image��3�.The screen-space scaling to apply to the image��/�*If checked, X and Y scale are synchronized��O�JIf checked, Camera transform will not be controlled by this virtual camera�����€¿��€?��+�&Wipe the image on and off horizontally��€®�€¨How the group's position is calculated. Select GroupCenter for the center of the bounding box, and GroupAverage for a weighted average of the positions of the members.��€³�€How the group's rotation is calculated. Select Manual to use the value in the group's transform, and GroupAverage for a weighted average of the orientations of the members.��T�OWhen to update the group's transform based on the position of the group members��€�€‡The target objects, together with their weights and radii, that will contribute to the group's average position, orientation, and size.��€¡�€›The object that the camera wants to look at (the Aim target). If this is null, then the vcam's Transform orientation will define the camera's orientation.��€ž�€˜The object that the camera wants to move with (the Body target). If this is null, then the vcam's Transform position will define the camera's position.��€¹�€³Specifies the lens properties of this Virtual Camera. This generally mirrors the Unity Camera's lens settings, and will be used to drive the Unity camera when the vcam is active.���How responsively the camera tracks the target. Each axis (camera-local) can have its own setting. Value is the approximate time it takes the camera to catch up to the target's new position. Smaller values give a more rigid effect, larger values give a squishier one���Rig��o�jPosition of the shoulder pivot relative to the Follow target origin. This offset is in target-local space��€�€—Vertical offset of the hand in relation to the shoulder. Arm length will affect the follow target's screen position when the camera rotates vertically��K�FSpecifies which shoulder (left, right, or in-between) the camera is on��7�2How far baehind the hand the camera will be placed��� Obstacles��0�+Camera will avoid obstacles on these layers��8�3Specifies how close the camera can get to obstacles��€¶�€°The asset containing the Noise Profile. Define the frequencies and amplitudes there to make a characteristic noise profile. Make your own or just use one of the many presets.���m_Definition��]�XWhen rotating the camera, offset the camera's pivot position by this much (camera space)��€†�€€Gain to apply to the amplitudes defined in the NoiseSettings asset. 1 is normal. Setting this to 0 completely mutes the noise.��€›�€•Scale factor to apply to the frequencies defined in the NoiseSettings asset. 1 is normal. Larger magnitudes will make the noise shake more rapidly.��€·�€±Target offset from the target object's center in target-local space. Use this to fine-tune the tracking target position when the desired area is not the tracked object's center.��Ó�ÍThis setting will instruct the composer to adjust its target offset based on the motion of the target. The composer will look at a point where it estimates the target will be this many seconds into the future. Note that this setting is sensitive to noisy animation, and can amplify the noise, resulting in undesirable camera jitter. If the camera jitters unacceptably when the target is in motion, turn down this setting, or animate the target more smoothly.��€ˆ�€‚Controls the smoothness of the lookahead algorithm. Larger values smooth out jittery predictions and also increase prediction lag���������ðA��U�PIf checked, movement along the Y axis will be ignored for lookahead calculations��]�WHow aggressively the camera tries to follow the target in the screen-horizontal direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors.��[�UHow aggressively the camera tries to follow the target in the screen-vertical direction. Small numbers are more responsive, rapidly orienting the camera to keep the target in the dead zone. Larger numbers give a more heavy slowly responding camera. Using different vertical and horizontal settings can yield a wide range of camera behaviors.������¿��À?��g�bHorizontal screen position for target. The camera will rotate to position the tracked object here.��e�`Vertical screen position for target, The camera will rotate to position the tracked object here.��\�WCamera will not rotate horizontally if the target is within this range of the position.��Z�UCamera will not rotate vertically if the target is within this range of the position.��€œ�€–When target is within this region, camera will gradually rotate horizontally to re-align towards the desired position, depending on the damping speed.��€š�€”When target is within this region, camera will gradually rotate vertically to re-align towards the desired position, depending on the damping speed.������¿���?��f�aA non-zero bias will move the target position horizontally away from the center of the soft zone.��d�_A non-zero bias will move the target position vertically away from the center of the soft zone.��|�wForce target to center of screen when this camera activates. If false, will clamp target to the edges of the dead zone�� �Offset from the Follow Target object (in target-local co-ordinates). The camera will attempt to frame the point which is the target's position plus this offset. Use it to correct for cases when the target's origin is not the point of interest for the camera.��?�9How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��?�9How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��?�9How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��€¢�€œIf set, damping will apply only to target motion, but not to camera rotation changes. Turn this on to get an instant response when the rotation changes. ��e�`Horizontal screen position for target. The camera will move to position the tracked object here.��c�^Vertical screen position for target, The camera will move to position the tracked object here.��V�QThe distance along the camera axis that will be maintained from the Follow target��Z�UCamera will not move horizontally if the target is within this range of the position.��X�SCamera will not move vertically if the target is within this range of the position.��|�wThe camera will not move along its z-axis if the Follow target is within this distance of the specified camera distance���m_DistanceDeadZoneSize��?�:If checked, then then soft zone will be unlimited in size.��€š�€”When target is within this region, camera will gradually move horizontally to re-align towards the desired position, depending on the damping speed.��€˜�€’When target is within this region, camera will gradually move vertically to re-align towards the desired position, depending on the damping speed.��[�VWhat screen dimensions to consider when framing. Can be Horizontal, Vertical, or both��� m_FramingMode��b�]How to adjust the camera to get the desired framing. You can zoom, dolly in/out, or do both.��€š�€”The bounding box of the targets should occupy this amount of the screen space. 1 means fill the whole screen. 0.5 means fill half the screen, etc.��^�YThe maximum distance toward the target that this behaviour is allowed to move the camera.��\�WThe maximum distance away the target that this behaviour is allowed to move the camera.��B�=Set this to limit how close to the target the camera can get.��B�=Set this to limit how far from the target the camera can get.��<�7If adjusting FOV, will not set the FOV lower than this.��=�8If adjusting FOV, will not set the FOV higher than this.��E�@If adjusting Orthographic Size, will not set it lower than this.��F�AIf adjusting Orthographic Size, will not set it higher than this.��€×�€ÑHow aggressively the camera tries to frame the group. Small numbers are more responsive, rapidly adjusting the camera to keep the group in the frame. Larger numbers give a more heavy slowly responding camera.��Q�LHow much time it takes for the position to catch up to the target's position��€„�Automatic heading recentering. The settings here defines how the camera will reposition itself in the absence of player input.��o�jHeading Control. The settings here control the behaviour of the camera in response to the player's input.�� �m_Radius���m_HeightOffset��L�GThe Vertical axis. Value is -90..90. Controls the vertical orientation��L�GControls how automatic recentering of the Vertical axis is accomplished��S�NThe Horizontal axis. Value is -180..180. Controls the horizontal orientation��N�IControls how automatic recentering of the Horizontal axis is accomplished���Obsolete - no longer used��L�GHow much time it takes for the aim to catch up to the target's rotation���m_AngularDamping��N�IThe path to which the camera will be constrained. This must be non-null.�� �The position along the path at which the camera will be placed. This can be animated directly, or set automatically by the Auto-Dolly feature to get as close as possible to the Follow target. The value is interpreted according to the Position Units setting.��,�&How to interpret Path Position. If set to Path Units, values are as follows: 0 represents the first waypoint on the path, 1 is the second, and so on. Values in-between are points on the path in between the waypoints. If set to Distance, then Path Position represents distance along the path.��€á�€ÛWhere to put the camera relative to the path position. X is perpendicular to the path, Y is up, and Z is parallel to the path. This allows the camera to be offset from the path itself (as if on a tripod, for example).��[�UHow aggressively the camera tries to maintain its position in a direction perpendicular to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��Q�KHow aggressively the camera tries to maintain its position in the path-local up direction. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��V�PHow aggressively the camera tries to maintain its position in a direction parallel to the path. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��€©�€£How to set the virtual camera's Up vector. This will affect the screen composition, because the camera Aim behaviours will always try to respect the Up direction.��€¯�€©How aggressively the camera tries to track the target rotation's X angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.��€¯�€©How aggressively the camera tries to track the target rotation's Y angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.��€¯�€©How aggressively the camera tries to track the target rotation's Z angle. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.��_�ZControls how automatic dollying occurs. A Follow target is necessary to use this feature.��\�WThe distance vector that the transposer will attempt to maintain from the Follow target��>�8How aggressively the camera tries to maintain the offset in the X-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's x-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��>�8How aggressively the camera tries to maintain the offset in the Y-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's y-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��>�8How aggressively the camera tries to maintain the offset in the Z-axis. Small numbers are more responsive, rapidly translating the camera to keep the target's z-axis offset. Larger numbers give a more heavy slowly responding camera. Using different settings per axis can yield a wide range of camera behaviors.��€ª�€¤How aggressively the camera tries to track the target's orientation. Small numbers are more responsive. Larger numbers give a more heavy slowly responding camera.��#�The current value of the axis.��c�^How to interpret the Max Speed setting: in units/second, or as a direct input value multiplier��o�jThe maximum speed of this axis in units/second, or the input value multiplier, depending on the Speed Mode��q�lThe amount of time in seconds it takes to accelerate to MaxSpeed with the supplied Axis at its maximum value��x�sThe amount of time in seconds it takes to decelerate the axis to zero if the supplied axis is in a neutral position��� m_AxisName��€Œ�€†The name of this axis as specified in Unity Input manager. Setting to an empty string will disable the automatic updating of this axis��€Î�€ÈThe value of the input axis. A value of 0 means no input. You can drive this directly from a custom input system, or you can set the Axis Name and have the value driven by the internal Input Manager���m_InvertAxis��X�SIf checked, then the raw value of the input axis will be inverted before it is used��#�The minimum value for the axis��#�The maximum value for the axis��U�PIf checked, then the axis will wrap around at the min/max values, forming a loop��.�)Automatic recentering to at-rest position���Shape of the blend curve��&�!Duration of the blend, in seconds��O�JThe array containing explicitly defined blends between two Virtual Cameras��V�QMultiply the input by this amount prior to processing. Controls the input power.��K�FThe amount of time in seconds it takes to accelerate to a higher speed��J�EThe amount of time in seconds it takes to decelerate to a lower speed��M�HPath samples per waypoint. This is used for calculating path distances.�����€?��ÈB��Q�LThe settings that control how the path will appear in the editor scene view.��€™�€“The priority will determine which camera becomes active based on the state of other cameras and this camera. Higher numbers have greater priority.��€×�€ÑWhen the virtual camera is not live, this is how often the virtual camera will be updated. Set this to tune for performance. Most of the time Never is fine, unless the virtual camera is doing shot evaluation.��€‰�€ƒThis is the camera view in vertical degrees. For cinematic people, a 50mm lens on a super-35mm sensor would equal a 19.6 degree FOV��o�jWhen using an orthographic camera, this defines the half-height, in world coordinates, of the camera view.��€ù�€óThis defines the near region in the renderable range of the camera frustum. Raising this value will stop the game from drawing things near the camera, which can sometimes come in handy. Larger values will also increase your shadow resolution.��€´�€®This defines the far region of the renderable range of the camera frustum. Typically you want to set this value as low as possible without cutting off desired distant objects�����4Ã��4C��(�#Camera Z roll, or tilt, in degrees.��€°�€ªThese are the noise channels for the virtual camera's position. Convincing noise setups typically mix low, medium and high frequencies together, so start with a size of 3��� m_Position��€³�€These are the noise channels for the virtual camera's orientation. Convincing noise setups typically mix low, medium and high frequencies together, so start with a size of 3��� m_Orientation��€¢�€œLeave this at -1 for single-player games. For multi-player games, set this to be the player index, and the actions will be read from that player's controls��#�Vector2 action for XY movement�� �Float action for Z movement���Trigger Object Filter��J�EOnly triggers generated by objects on these layers will be considered��P�KIf set, only triggers generated by objects with this tag will be considered��@�;Triggers generated by objects with this tag will be ignored��8�3Skip this many trigger entries before taking action��9�4Repeat the action for all subsequent trigger entries��.�)The weight of the group member at index 0��.�)The weight of the group member at index 1��.�)The weight of the group member at index 2��.�)The weight of the group member at index 3��.�)The weight of the group member at index 4��.�)The weight of the group member at index 5��.�)The weight of the group member at index 6��.�)The weight of the group member at index 7��N�IOnly collisions with objects on these layers will generate Impulse events��V�QNo Impulse evemts will be generated for collisions with objects having these tags�� �How To Generate The Impulse��M�HIf checked, signal direction will be affected by the direction of impact��X�SIf checked, signal amplitude will be multiplied by the mass of the impacting object��Y�TIf checked, signal amplitude will be multiplied by the speed of the impacting object��*�%The raw signal shape along the X axis��*�%The raw signal shape along the Y axis��*�%The raw signal shape along the Z axis��T�OImpulse events generated here will appear on the channels included in the mask.���Signal Shape��/�*Defines the signal that will be generated.�����€€�{Gain to apply to the amplitudes defined in the signal source. 1 is normal. Setting this to 0 completely mutes the signal.��y�tScale factor to apply to the time axis. 1 is normal. Larger magnitudes will make the signal progress more rapidly.��1�,How to fit the signal into the envelope time��$�Randomize the signal start time��n�iThis defines the time-envelope of the signal. The raw signal will be time-scaled to fit in the envelope.��� Spatial Range��€ƒ�~The signal will have full amplitude in this radius surrounding the impact point. Beyond that it will dissipate with distance.��Q�LHow the signal direction behaves as the listener moves away from the origin.��W�RThis defines how the signal will dissipate with distance beyond the impact radius.��X�SAt this distance beyond the impact radius, the signal will have dissipated to zero.��€à�€ÚThe speed (m/s) at which the impulse propagates through space. High speeds allow listeners to react instantaneously, while slower speeds allow listeners in the scene to react as if to a wave spreading from the source.��I�DImpulse events on channels not included in the mask will be ignored.��p�kGain to apply to the Impulse signal. 1 is normal strength. Setting this to 0 completely mutes the signal.��A�<Enable this to perform distance calculation in 2D (ignore Z)��€Å�€¿If the profile has the appropriate overrides, will set the base focus distance to be the distance from the selected target to the camera.The Focus Offset field will then modify that distance.��E�@The target to use if Focus Tracks Target is set to Custom Target��~�yOffset from target distance, to be used with Focus Tracks Target. Offsets the sharpest point away from the focus target.��F�AThis profile will be applied whenever this virtual camera is live��H�CThe virtual camera to activate when this instruction becomes active��a�\How long to wait (in seconds) before activating the next virtual camera in the list (if any)��A�<How to blend to the next virtual camera in the list (if any)��!�Position in path-local space��€ù�€óOffset from the position, which defines the tangent of the curve at the waypoint. The length of the tangent encodes the strength of the bezier handle. The same handle is used symmetrically on both sides of the waypoint, to ensure smoothness.��{�vDefines the roll of the path at this waypoint. The other orientation axes are inferred from the tangent and world up.��)�$The full hash of the animation state��K�FThe virtual camera to activate when the animation state becomes active��t�oHow long to wait (in seconds) before activating the virtual camera. This filters out very short state durations��L�GThe minimum length of time (in seconds) to keep a virtual camera active��€ �€šThe target objects. This object's position and orientation will contribute to the group's average position and orientation, in accordance with its weight��K�FHow much weight to give the target when averaging. Cannot be negative��Y�TThe radius of the target, used for calculating the bounding box. Cannot be negative���m_HeadingDefinition��€²�€¬How 'forward' is defined. The camera will be placed by default behind the target. PositionDelta will consider 'forward' to be the direction in which the target is moving.��€Ò�€ÌSize of the velocity sampling window for target heading filter. This filters out irregularities in the target's movement. Used only if deriving heading from target's movement (PositionDelta or Velocity)��€÷�€ñWhere the camera is placed when the X-axis value is zero. This is a rotation in degrees around the Y axis. When this value is 0, the camera will be placed behind the target. Nonzero offsets will rotate the zero position around the target.��€³�€If checked, will enable automatic dolly, which chooses a path position that is as close as possible to the Follow target. Note: this can have significant performance impact��_�ZOffset, in current position units, from the closest point on the path to the follow target��e�`Search up to this many waypoints on either side of the current position. Use 0 for Entire path.���m_StepsPerSegment��€Ê�€ÄWe search between waypoints by dividing the segment into this many straight pieces. he higher the number, the more accurate the result, but performance is proportionally slower for higher numbers��d�_If checked, will enable automatic recentering of the axis. If unchecked, recenting is disabled.��p�kIf no user input has been detected on the axis, the axis will wait this long in seconds before recentering.��I�DHow long it takes to reach destination once recentering has started.���m_VelocityFilterStrength��#�When blending from this camera��!�When blending to this camera���Blend curve definition��A�<The color of the path itself when it is active in the editor��C�>The color of the path itself when it is inactive in the editor��J�EThe width of the railroad-tracks that are drawn to represent the path��€�|When this virtual camera goes Live, attempt to force the position to be the same as the current position of the Unity Camera��7�2This event fires when the virtual camera goes Live��P�KThe frequency of noise for this channel. Higher magnitudes vibrate faster.��Q�LThe amplitude of the noise for this channel. Larger numbers vibrate higher.��I�DIf checked, then the amplitude and frequency will not be randomized.�� �Noise definition for X-axis�� �Noise definition for Y-axis�� �Noise definition for Z-axis���What action to take��h�cThe target object on which to operate. If null, then the current behaviour/GameObject will be used��Q�LIf PriorityBoost, this amount will be added to the virtual camera's priority��.�)If playing a timeline, start at this time��$�How to interpret the start time���This event will be invoked��m�hNormalized curve defining the shape of the start of the envelope. If blank a default curve will be used��k�fNormalized curve defining the shape of the end of the envelope. If blank a default curve will be used��[�VDuration in seconds of the attack. Attack curve will be scaled to fit. Must be >= 0.��Y�TDuration in seconds of the central fully-scaled part of the envelope. Must be >= 0.��Y�TDuration in seconds of the decay. Decay curve will be scaled to fit. Must be >= 0.��€‡�€If checked, signal amplitude scaling will also be applied to the time envelope of the signal. Stronger signals will last longer.��(�#If true, then duration is infinite.���Start time of the event.��!�Time-envelope of the signal.��Q�LRaw signal source. The ouput of this will be scaled to fit in the envelope.��%� Worldspace origin of the signal.��r�mRadius around the signal origin that has full signal value. Distance dissipation begins after this distance.��Q�LHow the signal direction behaves as the listener moves away from the source.��<�7Channels on which this event will broadcast its signal.��-�(How the signal dissipates with distance.��?�:Distance over which the dissipation occurs. Must be >= 0.��€ß�€ÙThe speed (m/s) at which the impulse propagates through space. 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