My players camera needs to behave differently based on what he is doing. For example, if he is aiming it blends to another freelook camera. However, it has a different position on the orbit to the camera that was previously in use, making the camera move along the orbit when it blends.
How can I stop this from happening? I have tried setting the axis values to be the same as the currently active freelook camera but I cannot figure out how to get the currently active freelook camera:
CinemachineCore.Instance.GetActiveBrain(0).ActiveVirtualCamera
only gets a virtualcamera.