Cinemachine live camera set to cinematic virtual camera even if the cinematic didn't start

I have a box collider that triggers, with a simple script, a playable director which timeline contains a cinemachine track that contains shots.

I also have a virtual camera PlayerFollowCamera behind my playable character that allows for the third person view.

The expected scenario is the following:

  • At game start, the PlayerFollowCamera is live
  • On box collide, the cinematic start and the cinematic virtual camera go live
  • On cinematic end, the PlayerFollowCamera is live

However I experience that at game start, some of the virtual camera is live. I obviously don’t won’t that as it makes the game unplayable.

It really looks like a cinemachine bug because it only started after adding a 6th camera and worked until then…

Any help is appreciated!


The collider that triggers the cinematic

on game start, the MainCamera is live on one of the cinematic virtual camera, cf the setting
CinemachineBrain > Live Camera > vc_stairquad_2
It should be PlayerFollowCamera

When I increase the priority of PlayerFollowCamera (20 instead of 10) the PlayerFollowCamera is live… but won’t switch on cinematic start :cry:

Normally, giving PlayerFollowCamera a higher priority than the cinematics should do it. When the cinematic timeline starts, it overrides the priority system entirely until the cinematic is finished. You can even deactivate the cinematic vcam gameObjects, the CM track on the timeline will artificially activate them for the duration.

If your timeline is not activating any vcams, perhaps there is another reason why that is happening. I can’t see any obvious problems in your images. Can you repro the problem in a simple test scene?