CinemachineStateDrivenCamera - Blends

Hi,

The StateDrivenCamera allows you to make camera transitions based on the state change in the linked animation controller. However when we use this camera to switch between different player cameras there is a glitch if we change the state during a transition.

This is our setup (test scene):

and the 2 cameras linked in the StateDrivenCamera:

The animator and the state switch script:

Using Unity 2020.3.18, Cinemachine 2.8.1, input system 1.0.2

Here is the video:

A similar thing happens if you blend from CinemachineStateDrivenCamera to any other Vcam outside the CinemachineStateDrivenCamera. The blend jumps to the target position of the first CinemachineStateDrivenCamera blend and then the blend continues from that position to the external Vcam pos.

Is this an issue with CinemachineStateDrivenCamera or we have the setup wrong?

p.s.: If we blend between the Normal VC and the Zoomed VC without the CinemachineStateDrivenCamera but just with the “priority” switch it works like expected.

Cheers,
Simon.

Thanks for spotting this. Can you please make a simple repro project and report a bug? That way the issue will get tracked properly and not lost in the cracks.

Hi, here is the super small project.

Unity 2020.3.18f1
Cinemachine 2.8.2 (tested also with 2.8.1)
Input System 1.0.2 (tested also with 1.1.1)

Potential bug: transition glitch if the camera is changed during the transition?
Obvious glitch when zooming in and less obvious (not always visible) when zooming out.

Run the only scene: BugTestScene
Use right mouse click to toggle cameras.

A Bug report was sent too. (Case 1377884)

Cheers,
Simon

7625176–948610–Cinemachine VC Transition Bug Test.zip (1.62 MB)

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