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How can I use two different CM vcams on two different cameras ?

Discussion in 'Cinemachine' started by Chocolade, Dec 2, 2018.

  1. Chocolade

    Chocolade

    Joined:
    Jun 19, 2013
    Posts:
    932
    I have a Camera and as a child under it I have CM vcam1. The Camera have a Cinemachine Brain component and the Live Camera is CM vcam1 (Transform)

    The problem is when I'm adding a new Camera then create a new Cinemachine Virtual Camera. CM vcam2 when I'm adding to the new Camera also a Cinemachine Brain Component even if CM vcam2 is a child of the new second Camera the first Camera Live now will use also the CM vcam2. Both Cameras will use CM vcam2.

    I want one Camera to use in the Brain with CM vcam1 and the second with CM vcam2.
    I'm using each Camera fro a diff cutscene.

    In the first screenshot the new Camera is using CM vcam2:



    But now also the first camera is using CM vcam2 instead CM vcam1 as it used before:



    Maybe I'm all wrong. What I want to do is using each camera for a different cutscene different characters and different animations. Maybe I should use timeline ? When I had only the first Camera the Spaceship Cutscene Camera with CM vcam1 it was working fine the cutscene I did. The camera followed and looked at the right characters.

    But once adding new Camera and new CM vcam camera it all messed up.
     
  2. Chocolade

    Chocolade

    Joined:
    Jun 19, 2013
    Posts:
    932
    Ok I got it. There is only one camera with the brain component and multiple virutal cameras. And when you want to switch between cutscenes you turn on/off the virutal camera you want.
     
    Gregoryl likes this.
  3. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,658
    Yes that's right. And the vcams should not be children of the Camera. Camera and vcams should be separate, top-level game objects.