As the title suggests I am trying to destroy a prefab that Cinemachine follows at runtime. After the player character gets 1 of 2 power ups, the previous prefab is destroyed, and a new one is instantiated. How can I use code to get Cinemachine to recognize the newly instantiated prefab as the new follow object?
An alternative solution, that does not require special treatment, would be to have an invisible gameObject as the follow target. You would never destroy this follow target. The player model prefab would be a child of this and this child is destroyed/replaced on power ups.