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Resolved Possible to move destination camera towards active camera on blend

Discussion in 'Cinemachine' started by dVdx, Mar 29, 2023.

  1. dVdx

    dVdx

    Joined:
    Jul 7, 2018
    Posts:
    3
    I am hoping someone with more knowledge here can provide some insight - during a blend or camera transition is there a way to essentially perform it in reverse? Where the destination camera moves to the active camera and then transitions?

    Right now I am trying to force move them before changing priority and it is not working - still eases in/out in some fashion (see example method)

    Code (CSharp):
    1.     private void ActivateFreelookCamera()
    2.     {
    3.         Vector3 _tmpPosition = playerTopDownCamera.transform.position;
    4.         Quaternion _tmpRotation = playerTopDownCamera.transform.rotation;
    5.         playerFreelookCamera.gameObject.SetActive(true);
    6.         playerFreelookCamera.ForceCameraPosition(_tmpPosition, _tmpRotation);
    7.         playerTopDownCamera.Priority = 5;
    8.         playerFreelookCamera.Priority = 10;
    9.         playerTopDownCamera.gameObject.SetActive(false);
    10.     }
    For more context - I have a camera transformed movement player controller with a freelook camera covering 90% of play but then I have a top down camera (Framing Transposer with POV) to handle the top down view and provide the player and camera controls I want. The goal is to essentially have the camera transitions be so subtle that no on would really ever notice that you are changing cameras during play.
     
  2. dVdx

    dVdx

    Joined:
    Jul 7, 2018
    Posts:
    3
    Found it - simple checkbox on the virtual camera under "Transitions" dropdown called "Inherit position" - figured it was already a feature and simple fix.