About 'State-Driven Cameras'!

In this video (objectives)…

  1. Add a state-driven camera to the scene.
  2. Link the player animator states to the camera states by creating additional cameras.
  3. Adjust the blending between cameras.
  4. Experiment with camera shake.

After watching (learning outcomes)…

Implement state-driven cameras using Unity Cinemachine.

(Unique Video Reference: 20_TV_CUD)

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1 Like

With the current bug in the cinemachine camera causing it to change lens type seemingly randomly, this lesson was very hard to complete. The change seems to be completely random, and I have seen it change from 2d to 3d, only to later change back and work for a short time.

Yeah, I hear ya, its very annoying. Alas, given that it is a Unity bug, there isn’t much we can do about it aside from upgrading Unity and cinemachine as they become available.

I did file a bug report, as well. Hopefully they will get it sorted!

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these state cams look very cool and powerful. I’m on Unity 2018.2.11f1 and even though I have manually defined blends, the camera’s don’t blend. There is a hard cut between the 2 states. The animator is on a child of the Player object , but that shouldn’t matter + the camera system detects the animation state change (hence the cutting in/out) , so I wonder what I’m missing as to why it isn’t blending :frowning: … anyone have any idea or similar issue?

ok so by trial and error I found out that, on the main camera (which has the brain), having for ‘Update Method’:

  • Fixed: doesn’t blend
  • Smart: causes jitter
  • Late: no jitter and blends success

:smiley:

Still having this problem in 2020! Using Unity 2018.4.16f1 LTS.

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