How to return control to Main camera after CM shot in Timeline
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When using CM shots, sometimes the camera won’t behave the way we want
Issue
After exiting the CM shots in Timeline, the Main camera get stuck to a CM virtual cam
Notice the CM debug log: the final text is CM Over the Shoulder shot
Objective
Return the main camera to previous position before entering Cinemachine shots
You’ll notice it because the CM debug log says: CM Main Camera: (none)
Probably you’ve already got how it works:
The NewMainCamPos is enabled
Process
- Create a new empty gameobject
NewMainCamPos
. Reset its position. Optional: make it aSleepingGuard_Cutscene
child - Attach a new
NewMainCamPos.cs
script to it
camTrigger
is the latest Main camera’s
position before entering the cut scene
You can turn off either the virtualCameras
or the SleepingGuard_Cutscene
gameobject
Update
After receiving a great advice from GregoryL in this Unity forum (thank you!), I made some modifications:
InGameCam replaced the Main camera
After doing this, I needed to re-assign the CM Brain in Timeline for all cut scenes
I changed de Default Blend option in CM Brain from Ease In Out to Cut, although the last one gives a great visual experience, depending on the objective
Finally, I configured the InGameCam options such as Field of View, Near Clip Plane and Far Clip Plane as a default Main Cam, because I was having some issues while launching the coin in the game in play mode