Hi everyone,
Maybe this question has already asked but I don’t find infos about it.
I have two orbit camera, one main camera and one shoulder cam and I change the priority when I want to change the camera. But when a camera is not active (stand by), it doesn’t turn with the active camera. So sometimes, I have a strange transition between cameras that turn around the player to go back to its last stand by position.
One example of cameras opposite position.
So, is there a solution to solve that problem in Cinemachine ? Or I have to create a script to force the stand by camera to follow the X / Y axis of the active camera ?
Thanks !
Did you try setting the InheritPosition checkbox on the vcams?

Thanks Gregoryl, it works !
Just another question : I created a script where I call two public virtual cameras. I have to use virtualCameraBase to call all kinds of camera. But I need to access to the orbit camera properties, not only virtualcamerabase properties. Is there a way to access to the proprieties of orbit camera in script ?

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For ordinary vcams, you can do this:
var orbital = vcam.GetCinemachineComponent<CinemachineOrbitalTransposer>();
orbital.m_bla = bla
For FreeLook, you have to do it for each rig (which is a vcam):
for (int i = 0; i < 3; ++i)
var vcam = freeLook.GetRig(i);