Hello everyone! First post here. So we have a procedural game where we have to spawn our special camera sequences at runtime and we decided to use Cinemachine for our camera system. What we do is create a root GameObject as our PlayableDirector and that has the virtual camera and animated objects as children. We spawn those as Prefabs and the CinemachinBrain is switching to the virtual camera from the Prefab because it has a higher priority. The actual CinemachineBrain is created at runtime and just follows the virtual cameras. However we needed a more complex camera animation where we wanted to transition from virtual camera to virtual camera so the CinemachineBrain was dragged into the Timeline of one of the Prefabs. But that doesn't work because obviously the Timeline loses the reference to the CinemachineBrain because the Camera is not part of the Prefab. I looked into how people deal with this to not much success. I know that the CinemachineBlendSettings are an option but that loses that artist friendly timeline editor for making the transitions and when we get many cameras to transition from and to it gets very messy. So what is the actual best way to do transitions like this? It would be nice to be able to do it in the Timeline.
You can set the bindings of timeline tracks at runtime. You'd need a bit of script to scrub the timeline for CM tracks, and bind them dynamically to the CM brain using PlayableDirector.SetGenericBinding. You can probably find more info about this on the Timeline forum: https://forum.unity.com/forums/timeline.127/