I’ve been doing some tests lately with Cinemachine 3.1.1 and Timeline for a game I’m working on.
I have a Cinemachine track in Timeline with 3 shots/clips outputting to the Default channel.
At some point I’d like for them to stop driving the main camera in response to some gameplay. So I set the main camera to listen to only Channel01 and not Default, but it doesn’t work: the shots are still driving its movements.
Are OutputChannels not meant to work with Timeline, or is it a bug?
Thanks!
Alternatively, if you have another idea of how to stop a track from working while in Play mode I’m all ears.
Muting it doesn’t seem to do the trick, the track keeps running… I think it’s because the Playable graph is still going? I don’t want to reset it (for reasons).
Another idea I had was to use the track’s Track Priority property, have an alternative track with just a shot of the main CinemachineCamera, and when I need to, set this track’s Track Priority to 10 or something, overtaking the track I want to mute. But it feels wonky.
