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CineOperator — Camera Operator Simulation preview
Unity

CineOperator — Camera Operator Simulation

By Polynest

$19.99

Price history

Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.

Lowest recorded standalone price in this history: $9.99. The latest store price is $19.99.

Recorded prices for CineOperator — Camera Operator Simulation 4 price observations from Oct 5, 2026 to Nov 1, 2026. Lowest recorded price $9.99. Exact dates and prices are listed below. $0.00 $10.00 $19.99 Oct 5, 2026: $9.99. Unity New Release Discount 2026-10-05 2026-10-19 Oct 5, 2026: $9.99. Unity New Release Discount 2026-10-05 2026-10-19 Oct 5, 2026: $19.98. Unity First Price 2026-10-05 2026-10-05 Nov 1, 2026: $19.99. Latest store price Oct 5, 2026 Nov 1, 2026
Each dot is a recorded sale price or the latest store check. Prices between observations are unknown.
View 4 recorded prices
Recorded standalone asset prices in USD
Sale start / price checkPriceObservation
$19.99Latest store price
$19.98Unity First Price 2026-10-05 2026-10-05
$9.99Unity New Release Discount 2026-10-05 2026-10-19
$9.99Unity New Release Discount 2026-10-05 2026-10-19

Sale and bundle history

The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.

About CineOperator — Camera Operator Simulation

Your camera should look like a person is holding it.
Scripted cameras are perfect, and that is what gives them away. CineOperator replaces mathematically exact tracking with a simulated camera crew. The operator reacts a beat late, pans with the weight of a fluid head, lets the subject drift inside the frame, anticipates, overshoots and corrects — the way real footage feels.
Around the operator stands the rest of the crew: hands on the camera, a lens chosen in millimetres, a focus puller who sometimes misjudges a distance, grips pushing a dolly, a crane arm that flexes, a Steadicam that floats.
You direct. Tell the camera who to film and how the crew works — Reference, Cinema, Documentary, Action or Amateur — and call the shots: a dolly zoom, a crash zoom, a whip pan, a rack focus. Record the take you like and replay it exactly, or lay the whole shot list out on a Timeline.
The crew
Camera operator — reaction time, dead zone, anticipation, overshoot and correction on a simulated fluid head.
Handheld — body sway, breathing, hand tremor and the inertia of the camera's weight, from a phone to a heavy cinema package.
Lens — focal length in millimetres on Full Frame, Super 35, APS-C, Micro Four Thirds or a custom sensor.
Hand zoom — a person on the zoom ring: late, weighty, a touch past the mark and back.
Focus and focus puller — follow focus and depth of field computed in diopters; pulled by a motor, or by a person who judges distances by eye.
Composition — rule of thirds, headroom, eye line, lead room and shot sizes, reached through the lens.
Rigs — a dolly on a track, a crane, a Steadicam, each moved by a simulated grip or operator.
Film moves — dolly zoom, crash zoom, whip pan and rack focus.
Takes — record what the camera did, replay it exactly, blend in and out, export it as an Animation Clip.

Directing
Crew styles — one choice styles every module of a camera at once, in the editor or at runtime: CineCrew.Apply(camera, CineCrewStyle.Documentary).
Camera Director window — every camera in your scenes, what it is made of, what is wrong with it (with one-click fixes), and cut / film moves / takes while the game runs.
Timeline (optional) — take, shot and film-move tracks; scrub the playhead and the recorded shot scrubs with it.
Cinemachine 3 (optional) — the operator as a Cinemachine Rotation Control and the handheld as its noise, or a whole CineOperator camera running inside a Cinemachine Brain.
URP depth of field (optional) — the simulated focus rendered with URP's Bokeh depth of field.

Built for production
Deterministic and frame-rate independent: the same shot at 30 or 240 fps, the same take every time with the same seed.
Zero per-frame allocations in the camera pipeline.
Non-destructive: a camera moved by a parent or a script is adopted, not fought. NaN-safe throughout.
A modular, staged pipeline you can extend with your own modules. Full C# source, namespaces and assembly definitions.
No required dependencies. The Timeline, Cinemachine and URP integrations compile only when those packages are installed.
750+ automated EditMode and PlayMode tests ship with the package.
20 demo scenes — one per feature, each with an on-screen panel explaining what to look for — plus Timeline and Cinemachine demo scenes.

Technical details
Unity 6.3 (6000.3) or newer.
Render pipelines: Built-in ✓, URP ✓ (rendered depth of field needs URP 14+). HDRP: not tested.
Optional packages: Timeline 1.6+, Cinemachine 3.0+, Universal RP 14+.
Full C# source code; runtime, editor, integration, sample and test assemblies (assembly definitions).
Demo panels use IMGUI and work with either input system.
Pure C#, no native plugins. Verified in the Editor on Windows and in a Windows standalone (Mono) build.
Documentation: README, Getting Started, Modules reference and Architecture guide (in the package).

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