Cinemachine layered / additive states

Im struggling to implement a layered camera system with cinemachine. essentially i want two camera state machines. One which controls the ‘global’ camera state which is defined by the virtual camera of different trigger zones. And another state machine which is the local state of the camera which is an offset to the global camera and will adjust distance, fov, target, ect. based on what the player is doing. in an ideal world i would like some kind of additive camera that i could enable and it would blend to my global camera + additive camera. is there anything in cinemachine that could achieve this?

As with many things in Unity, there are several different ways to implement what you’re looking for, with the choice of “right” way being dependent on context and - surprisingly often - taste.

Without the benefit of context, I can point you towards two ideas.

  1. Write a custom extension to tweak the “local” things you mention.
  2. Use a CinemachineMixingCamera to implement a continuous blend. You’ll have to write a script to control the weights.

Thanks for the response!

I ending finding a different solution. Using a second dummy camera with another brain as my global camera state which follows the camera zones and then parenting my local camera rig to the dummy camera. I was unaware you could selectively choose which virtual cameras a brain follows by modifying the culling mask on your unity camera which was the missing piece.