How do I set active VC after timeline animation?

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?

In the last frame enable and switch/blend to the gameplay camera in the Timeline and set it’s mode to Hold/None.

Try both modes and choose which works for you.

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?

I think it selects the first one from your Hierarchy. (From the top)

@Gregoryl @Adam_Myhill Am i right?

Update: I did a little test and it chooses the first one from your Hierarchy but from the bottom.

Update 2: I did the same test few times and now looks like it chooses the last one that was enabled. (With the same priority)

Thank you for the help. Basically, ti seems, I should work with both Prioirty and Enable/Disable.

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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.

Yes, that’s what it does.

@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.