Does ClearShot not work for 2D virtual cameras?

My unity version is 2017.2.1f1

I making a 2D game and want to cut from one 2D vcam to another upon colliding with a trigger, and I looked around for some tutorials on the topic. I found that Clear Shot works wonders for 3D virtual cams, but when I tried it for 2D vcams, nothing happened. I have cinemachine colliders added to the children of the Clear Shot object, and all of the other components look like they’re set up correctly.

Does anyone have any experience with this?

Here is a link to a gif of the vcams not cutting:

Edit: I see that I had my ClearShot component as a child to another game object. Fixed that, but that didn’t change anything.

ClearShot works on the basis of the target being obscured from the camera because some object has come between them. This works in both 2D and 3D. However, you seem to be wanting it to switch when the target goes out-of-frame. A good idea, but at present not supported.

You’ll need a camera-activation script on the trigger.

Thanks dude!

So I would need to deactivate one vcam then immediately activate the other right afterward upon trigger enter?

Yes. Do it in the same frame. If you have a blend set, the camera will blend between them.

You’re lit.
:]

Awesome!
[edit: deleted the rest of this post… don’t do it! spoke too soon!]