Can you use cinemachine to do a first person camera system? If so, does anyone have pointers to a tutorial?
It's very simple: Take any first person conrtroller, remove the Camera component from it, and put a CinemachineVirtualCamera component in its place. Make sure that the virtual camera has DoNothing in Aim and Body sections. That way it will be 100% controlled by the first person script. Then, create a new Main camera and add a CinemachineBrain to it. Now you have a custom-controlled virtual camera that will play nicely and blend with any other virtual cameras you create.
@Gregoryl Is there any timeline when Cinemachine is compatible with DOTS? As a workaround, the DoNothing instruction helps when synchronizing the virtual camera position manually in a system but a native integration would be very welcome.
In fact the DOTS version of Cinemachine is in active development. I can't publicly share an ETA with you at this point. In the meantime, a DoNothing vcam that gets manually synched to your FPS controller in a system is just fine. What other aspects of CM are you looking to use in this project?
I'm in an early prototyping phase, so the fps camera workaround would be fine for now. But eventually I would want to have in addition a 3rd person camera setup (which the player can switch back and forth) and cinemachine's tracking capabilities for cinematic shots. Obviously, I want to keep the custom solutions at a minimum since they would be obsolete once you release the DOTS version.