Hi everybody,
In my game, the camera changes between some camera angles and behaviours, tied the gameplay state. I tried to model this with the the built-in Animator, since I can define states and transitions easily and it integrates well with the State-Driven Camera of Cinemachine.
However, since I don’t have actual animations bound to the animator (Motion
property is None
), the states seem to default a play time of 1 second, which means that in the worst case, the state change happens only 1 second after whatever event caused it. I’d like the state to change instantaneously after a transition is triggered and not wait for the (non-existent) motion cycle to finish.
Am I missing anything or am I going the wrong way? I do realise that I kinda misuse the Animator for this.
What I already tried is to fiddle with the transition settings, but only found increasing the playback speed of the state to very high numbers mitigates the effect. However, this seems like a very hacky solution.
If any of the cinemachine devs are reading this:
I’m really enjoying using Cinemachine, really takes some workload off me and brings very nice results! Thanks!