Hi everyone,
I’m currently working on a cutscene in Unity using Timeline + Cinemachine, and I’m running into an issue with camera rotation being overridden.
Setup
- Unity 6
- Using Timeline for cutscene
- Using Cinemachine Spline Dolly for camera movement
Structure:
- A Cinemachine Camera (
shot_welcome) - Has Cinemachine Spline Dolly component
- Camera moves along a spline (Position is animated via Timeline)
- I also animate Transform Rotation manually in an Animation Clip
Animated properties:
Transform.rotationCinemachineSplineDolly.SplinePosition
Expected behavior
- Camera follows the spline (position)
- Rotation should follow my keyframed animation
Actual behavior
- When previewing the Animation Clip alone → rotation is correct
- When played through Timeline → rotation is different / overridden
What I’ve tried
- Changed Camera Rotation mode in Cinemachine Spline Dolly: Default
- Removed any LookAt / Follow targets
- If I disable Cinemachine Spline Dolly , rotation becomes correct
→ but then camera no longer follows the spline
Is there a way to:
- Use Spline Dolly for position only
- While keeping manual rotation from animation
Or is this not supported, and I must rely on:
- spline orientation