So, I’m having a base CinemachineFreeLook cam as the character camera, and playing a timeline on awake, I can get it transitioned nicely to the Cinemachine clip in the timeline from the base cam, but if I wanted to stop the timeline from playing depending on the current situation in-game, it will jump-cut back to the base cam instead of a transition.
Here’s a gif for better visualization
In the gif, I’m pressing “a” to stop the timeline around the cam blends in the timeline
public class Test : MonoBehaviour
{
public PlayableDirector d;
void Update()
{
if (Input.GetKey("a"))
{
d.Stop();
}
}
}
Is there any way of dealing with this kind of situation. If possible, doing manual transition in code when stopping the timeline.
I looked up the forum and saw that CM used SetCameraOverride
for overriding the default behavior of CM for Timeline, so is it that ReleaseCameraOverride
will ignore the transition somehow?
Thanks in advance!