Been playing with Cinemachine for a bit now, watched lots of tutorials, read the documentation, etc. But I’m not entirely sure whether this particular, relatively straightforward use case is supported natively…
Think of a sidescrolling 2.5d platformer. I’d like to have a simple follow camera as the default. But depending on the player’s progress/position in the level I would like to change some of its properties. Sometimes the camera should maybe tilt down a bit more to reveal something below, sometimes the offset or lookahead might change, maybe when the player is being chased, or there’s a point of interest somewhere that the camera should look at while the player is walking past, etc. - while always still following the player.
This would ideally happen based on specific zones (likely colliders) placed manually in the editor. Upon entering or leaving these zones the camera would blend between different virtual cameras associated with the zones (or back to the default camera when the player is not colliding with any zone).
I know about the state-driven camera that can blend between different virtual cameras based on animation states. But there’s nothing similar for the scenario I’m describing above, right?
If that’s the case, would it best be solved with an extension? Is it possible to write an extension that blends between groups of virtual cams, just like the state-driven cam, but using collider zones?

