After a timeline animation as finished playing, going thru several VCs, I want to switch to gameplay and set the player camera active. I can’t set Wrap Mode to hold and I can’t set high priority on player camera or the first frames will show renders from player camera.
My big question is: if all the VCs have the same Priority, how do the Camera chose the one the show?
None doesn’t work (already tried), goes back to a certain VC or the one with the highest priority and I cannot set to hold. I think the answer is in the second question: if all the VCs have the same priority how does CM choose VC?
What I need is a State Driven Camera that doesn’t read states from Animator but from a component. I’m gonna make a shim Animator to drive the Camera by now.
@elettrozero The player camera needs to be highest priority, and it will take over when your clip finishes. I don’t see why the first frames will render from the player camera. If your clip specifies a vcam on the first frame, that will override any priorities while that clip is active.