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.


