I haven’t tried that before. It works great now, thank you a lot!
I’ve checked some of my older code, there’s something bugging me. I’ll try to explain.
So, when character enters the room, we show him with Door-Enter_Camera, which slowly blends to the Room_Camera as character walks through the room. But then the character enters a portal in a wall and reappears at the door again, so we have to show him again with a Door-Enter_Camera and blend to the Room_Camera.
The only way I found to do this is by making a coroutine which, when character enters the portal, sets the default blend to Cut, deactivates the currently active Room_Camera, activates Door-Enter_Camera and sets it to the top of priority queue.
Then we “yield return null” in that coroutine, which waits for one frame, thus waiting for the cut from Room_Camera to Door-Enter_Camera to happen. Then, after yield, we set the default blend to ease and activate the Room_Camera, which starts the blend from Room_Camera to Door-Enter_Camera.
It works great but I really don’t like this approach with a coroutine and frame-waiting. Is it possible to just somehow override the active blend and abruptly set it to a new custom blend when needed?
For example, in this situation, I would just set the active blend manually: set CamA to Door-Enter_Camera, CamB to Room_Camera, set blend to ease, blend duration to desired value and blend time to 0 in order to start it from the beginning (this would make that cut to CamA instantly).
What would be the correct way to do this? Maybe I should think of something that involves disabling then enabling the Brain like in the solution to the previous problem.