CInemachinePriority () Question
Posted: Mon Mar 19, 2018 10:59 pm
Hi Tony,
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
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:, and in the Response Menu Sequence field:
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
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