Problem with camera transition


Reported by: Eldar Bertsel

November 16, 2023

THE PROBLEM

Last week I worked on the transitions between my player follow camera and an aiming camera because every time the transition would happen the camera would turn like 90 degrees, point at the old aiming location and make the player character bend weirdly. I tried to come up with different solutions like changing the follow and lookAt of each of the camera after the transition, make one camera follow another camera. Turn both cameras at the same time but make only one camera render, none of it worked. I still don't know why none of it worked but my guess is that cinemachine overrides certain behavior that you set for the cameras that are not live. Using cinemachine there can only be one camera enabled aka live. When one camera is live, all the other cameras are disabled, not live. When the camera is not live it will not move or rotate a single bit. It would only follow the parent that is has and that is it. Any manipulations that you will do, will be overridden by the cinemachine at that same frame or next frame. Looks like that is what was happening to me. Or, perhaps, I am completely wrong. 



THE SOLUTION

The solution was the easiest thing in the word. Everything I had to do is just set one bool to true in the virtual camera object. That is It. Now the transition is smooth, just like I wanted. 

Get Psyche

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