I wanted camera moves without touching a single keyframe - so I built a slider-based camera tool for Unity
It's been two months since my last post - I've been working on three projects in the meantime. One of them: my own camera tool for Unity, built with the help of Claude Code. 🎬
It started very unspectacularly: I routinely record showcase footage of my props, and the usual Unity route - Timeline, keyframes, curves, configuring the Recorder - slowed me down every single time. At some point I thought: why not just build yourself a little tool for that? Well… it naturally kept growing - with every test, more and more features found their way in. That "little tool" turned into "CineShot Setup":
▪ Click a camera and dial in the move with sliders - orbit, crane, dolly, pan, roll, dolly zoom (vertigo). Framing couples directly to the Scene view, and the tool auto-detects the mesh you're aiming at to set the pivot point for orbits & co. Not a single keyframe.
▪ Every setup is stored as a key on a mini timeline: drag durations, one-click easing (Smooth/Linear/Slow/Fast), live scrubbing right inside the key graph.
▪ Handheld shake per key - full length or just at the start/end, with a preview button.
▪ Chain multiple cameras into a sequence: cuts, blends, fade-to-black, music stays in sync and ends up in the video.
▪ One click on ⏺ Record: the tool bakes everything, enters Play Mode and renders a finished MP4 through the Unity Recorder (using your own Recorder settings).
▪ Everything exports as plain AnimationClips - so the moves also work in a build, e.g. for in-game cutscenes.
To be clear: this is deliberately NOT a full video editor. Cutting, titles and polish still happen in my video editor afterwards - the tool reliably delivers the raw material: the camera moves. Perfect for asset showcases, store trailers and devlog footage.
I built it for my own needs. If there's interest from the community, I'll happily release it.