Our current project is quite complex and we’re managing multiple camera setups.
Multiple gameobjects with multiple CinemachineCameras as children. We’ve created custom CinemachineCameraManagerBase extended scripts which handle these cameras (which require different conditions to trigger) very well.
I am wondering what the best setup would be to manage multiple of these scripts?
They have a priority - is this specific for the manager or does this overwrite all the priorities in the children? Should I just write another script to manage these scripts (changing the priority order whenever I see fit OR enable disable the gameobject)?
Any tips on approaching this?
The CameraManager looks to the system like a single Camera. When it has the highest priority, it goes live and drives the main camera. The child cameras are visible only to the manager itself, not to the rest of CInemachine. Think of them as implementation details of the complex camera behaviour provided by the manager.
The child cameras have priorities, yes, but these (along with the child cameras themselves) are ignored by the rest of Cinemachine. It’s up to the manager owner to use the child priorities if it wants to, as a part of its child selection algorithm.
To activate one of a multitude of manager cameras, the logic is the same as with simple CinemachineCameras: either bump the priority, or activate/deactivate the GameObject. It’s up to you.
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Thanks for the clarifaction!