Invector Cinemachine and Camera Sequences.

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DeidreReay
Posts: 93
Joined: Wed Jan 22, 2020 1:20 pm

Invector Cinemachine and Camera Sequences.

Post by DeidreReay »

So I have setup the Invector Cinemachine integration (from invector creators that allows Cinemachine camera. There is a link to download in their discord / forum. If needed i can supply this link) So now we end up with a a Cinemachine Brain (on main camera) and a CM Virtual Camera (to allow following the player like the thirdperson scripts initially) . Everything works well enough and this allows using dolly tracks etc for cool cutscenes. Issue...
1.) When using dialogue manager and Camera Angle Cutscenes. They do not work at all if there is an Active Virtual Camera...
If this Virtual Camera (which again is needed to be the third person normal camera) is deactivated then the sequence commands work as intended I.E. Camera(Closeup); {{default}} Etc...
Question is how should I be approaching using the sequence camera commands and deactivating / activating the Virtual Camera? Tried to find some tutorials on this, but only things i am seeing is actually using TIMELINE to dictate conversation etc and that is not the use case we are trying to solve.
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Tony Li
Posts: 21981
Joined: Thu Jul 18, 2013 1:27 pm

Re: Invector Cinemachine and Camera Sequences.

Post by Tony Li »

Hi,

When using Cinemachine, don't use Camera() sequencer commands. (Or Zoom2D() commands for 2D users.)

Instead, use CinemachinePriority(), CinemachineTarget(), and/or Cinemachine Priority On Dialogue Event components.
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