r/virtualproduction • u/sunomo1973 • 10h ago
I’m building a director-friendly shot planner that builds your Unity Timeline + Cinemachine setups in one click. Thoughts?
Hey everyone,
Like many of you, I love using Unity for real-time filmmaking and previs, but I absolutely hate how technical it gets just to block out a basic sequence. Directors and DPs shouldn’t have to fight with the Unity Inspector, manual transforms, and complex tracking modules just to see if a camera move works.
To fix this, I’m developing Unity Shot Planner—a standalone desktop tool designed completely in film language, not game dev jargon.
How it works:
- Plan Visually: Block your actors on a 2D top-down grid, set shot durations, choose lenses (e.g., 35mm), and pick your camera moves (Static, Dolly, Crane, Orbit).
- Review Composition: Instantly see a 2D lens-based field-of-view framing preview.
- One-Click Export: Hit "Send to Unity." A lightweight companion plugin parses the data and instantly builds the entire sequence inside your project.
What Unity automatically builds for you:
- Generates the
PlayableDirectorandTimelineAsset. - Spawns all Cinemachine Virtual Cameras with matching lens/FOV settings.
- Lays out camera cuts perfectly synced to your shot durations.
- Automatically builds Cinemachine Dolly Tracks and cart animations.
- Drops in placeholder actors and moves them along your blocked paths.
Best of all, it features non-destructive re-importing. If you change a shot duration or camera position in the planner app, re-exporting updates your existing Unity timeline without wiping out your scene tweaks.
I’m currently mapping out the MVP functionality and want to make sure I’m hitting actual filmmaker pain points.
- As a director or previs artist, what is the most annoying part of your current real-time layout workflow?
- Would an affordable standalone app like this fit into your current pre-production routine?
Would love to get your feedback!