Hitches when camera moves long distances over terrain

Using cameras is one thing unity does very well. However, when using the terrain system, moving camera long distances results in a very big hitch when cameras are switched. I’m guessing this has to do with calculating the LOD.

Is there some way of getting unity to precache the calculation for a camera? The hitches make the cutscenes look very poor. Any reasonable solution tat works for a cutscene with many cameras would be appreciated. Even unsupported functions that might help would be a blessing.

//Hackish idea

If you took a static screenshot at the end of the first cameras position, from that camera, and used it as a fullscreen GUITexture on the second camera, that may allow for the calculation time required.

Do you follow what I mean?

HTH
AC

I get your meaning. Not a bad idea! (obviously not optimal either). Anyone else?

bumping.