Unity Timeline + Cinemachine Spline Dolly – Camera rotation is override when run in Timeline

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.rotation
  • CinemachineSplineDolly.SplinePosition

:white_check_mark: Expected behavior

  • Camera follows the spline (position)
  • Rotation should follow my keyframed animation

:cross_mark: Actual behavior

  • When previewing the Animation Clip alone → rotation is correct
  • When played through Timeline → rotation is different / overridden

:magnifying_glass_tilted_left: 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
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