I'm trying to use the CinemachinePriority () sequencer command to toggle between player and NPC virtual cameras but can't get my head around it.
1: Do I need to have CinemachineCameraPriorityOnDialogueEvent attached to an NPC if I am controlling the virtual camera with SequencerCommandCinemachinePriority?
2: Does CinemachinePriority set the virtual camera's priority to 0 on end or do I need to manually set the priority level to 0 at the end of every node?
3: (Solved: Just found Response Menu Sequence Field )Beyond these questions, the main issue I'm having is triggering the player's virtual camera for responses. I would like it that when the PC Subtitles appear the camera cuts to the Player's virtual camera. Is the player's response node I have
Code: Select all
CinemachinePriority(PlayerCM);
CinemachinePriority(TestCubeCM, 0);
{{default}}
with the hope that this enabled the Player's camera (PlayerCM)and disables the NPC's camera (TestCubeCM). But, this only enables the camera on the player for a fraction of a second after the response is triggered.
4: Does this look right for switching between NPC and Player virtual cameras? On the first NPC node, in the main Sequencer field, i have:
Code: Select all
CinemachinePriority(TestCubeCM);
CinemachinePriority(PlayerCM, 0);
{{default}}
Code: Select all
CinemachinePriority(PlayerCM);
CinemachinePriority(TestCubeCM, 0);
{{default}}
This works but I'm wondering if all the fields are necessary. This kind of relates to my questions 1 and 2. Sorry for another convoluted question.
Thanks again,
Nathan