Cinemachine Camera Stacking

Hey y’all! I am currently struggling to find an answer to this, I can’t seem to find any information that works for me to make stacking an overlay camera on top of the main camera work while using cinemachine. It seems that for some reason just putting a cinemachine brain on a camera immediately stops the camera stack function from working and stops the overlay camera from appearing. I really don’t know what to do from here, as I need to use cinemachine for my game but also need to have camera overlays work to fix the camera clipping on player held objects.

This is how the cameras are set up in my hierarchy, with the Main Camera and OverlayCam being Unity cameras, with a cinemachine brain on the main camera, and the hold point is just a transform that the held player object lerps to
image

Anyone encountered this issue before? It’s really stumping me.

All Cinemachine does is move the camera around and drive the lens settings. There is nothing in it to prevent you from implementing overlay cameras.

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I’ve been dealing with this issue for a good little bit at this point, and I think I’ve moved away from seeing cinemachine as the root of the problem after what you’ve said, so thank you! But I’ve still yet to solve why my camera stack isn’t functioning. I have it set up in a way which (as far as I can tell) is identical to how I’ve handled camera stacks in my previous first person projects barring the new use of cinemachine. Do you know what might be some of the causes of this? I’m sure there’s many to go through so I’m happy to answer further questions on how things are set up.

Some context that I hope may help:

  • Unity Version 2022.3.4f1
  • In the preview of the overlay camera I’m hoping to place on the stack of the main camera, all that appears is the holdable object and the skybox of the scene, and the main camera preview only shows the game environment with no holdable object.
  • These are my main camera settings:
  • These are my overlay camera settings: