Hi there! We are looking for some specific behavior with the Cinemachine Collider. We want it to immediately respond when the player is obscured, but smooth in when the player is “in danger of being obscured”.
A.K.A. multiple obstacle resolutions.
I tried implementing this on my own but Cinemachine quickly proved to be a spiderweb of code and rules that, well, simply wasn’t worth it for our game (while I have the opportunity to say this, I am super impressed and happy for everything Cinemachine has done and continues to do for me).
Nevertheless, I thought it would be a cool feature. The idea was actually inspired by Breath of the Wilds camera, so you can even get away with playing Zelda in the name of ‘research’ .