Yes, that’s what I did, here’s the code:
using Cinemachine;
using UnityEngine;
public class AddTargetToGroup : MonoBehaviour {
private CinemachineTargetGroup targetGroup;
public Transform player;
void Awake() {
targetGroup = GameObject.Find("TargetGroupPlayer").GetComponent<CinemachineTargetGroup>();
//Add members to follow group
targetGroup.AddMember(player, 1f, 0f);
}
}
I see how the player gets added to the TargetGroup, but the virtual camera just doesn’t follow the player.
Before runtime:

At runtime:

The virtual camera at runtime. Note the “Ross” player is set to follow and look at.
When I reach the area where I want to enable this virtual camera, (let’s say that it’s in 100, 6, 100), a trigger changes the virtual camera priority to a number greater than the other virtual cameras and I expect that the virtual camera will follow the player, but the camera travels to 0, 7, -0.5 and it’s stuck there.
