Issue with transition to Free Look from Virtual Camera

I’m using Cinemachine cameras to be able to switch to and from a 3rd Person and 1st Person. A virtual camera for first person and a free look camera for third person seems appropriate, as I’m not looking for an over the shoulder 3rd person, but for one that lets the player “freely look” at the character.

I can succesfully switch from one to the other by changing the priority with a script, but I am unable to setup the Free Look camera to keep the same angle as the Virtual Camera. The Free Look camera returns to the top rig. Is there a setting I am unaware of or should I consider modifying my script to conserve the orientation of the virtual camera and feed it to the free look camera upon switching priority?

Picture 1: current Cinemachine camera is the free look


Picture 2: upon switching priority, the virtual camera keeps the same orientation when it takes its place.

Pciture 3: upon switching to the Free Look Camera again, the Free Look Camera returns to the top rig as I can see from the scene view. That is not wanted.





Did you turn on Transitions → Inherit Position on Freelook? I can see on CM FPCam it is turned on.

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Also you can try positioning the 1stPerson vcam slightly in front of or behind the FreeLook’s Follow target. I suspect that you have it placed it right on the target, making it difficult for the FreeLook to infer the proper direction when transitioning.

I have Inherit Position turned on for the 3 cinemachine cameras I used, so I don’t think that’s the issue

I had read similar problems so I did try changing the target, making another, making sure no Target Game Objects were parent or child. I do suspect a position problem of sort because the free look camera had different default position on blend depending on changes of the target.

Thank you both for your answers, I’ll try them both to be sure!

I have read I could achieve the same type of camera using a virtual camera and that free look cameras were not recommended, should I stick with free look?

I think that 3rdPersonFollow vcams are generally preferable to FreeLook, but the paradigm for using them is different and requires a little more setup. However, they give you more control and are more efficient. See the AimingRig sample scene for an example. Another good option is to use a vcam with POV + FramingTransposer. See the 3rdPersonWithAimMode sample.

This tutorial might help get you started with 3rdPersonFollow:

Thank you for the link! The camera was a thorn in my foot I struggled with for a long time!