I’m using the following code to warp the camera after the player has moved to a different position.
int numVcams = Cinemachine.CinemachineCore.Instance.VirtualCameraCount;
for (int i = 0; i < numVcams; ++i)
Cinemachine.CinemachineCore.Instance.GetVirtualCamera(i).OnTargetObjectWarped(II_PlayerHandler.m_instance.transform, m_cam_delta);
I also tried setting the PreviousStateIsValid to false.
m_cam_deta = new pos - old pos;
I’m using a state driven camera, and any time I warp the player to a different location the camera will lerp to this new position instead of snapping.
Any idea what I’m doing wrong?