The issue we are seeing is that when we Pause - TimeLine , instead of Cinemachine keeping the active Virtual Camera it jumps to use a ‘random’ camera.
Upon Resume - TimeLine, it jumps back to the TimeLine Camera.
Which is weird for our project.
Upon investigation it appears that both OnBehaviourPause and OnGraphStop functions are called when either TimeLine is paued or stopped So CineMachine releases control of the TimeLine Camera. Kindly find a fix for this behaviour.
The issue was raised in TimeLine forum but the issue is not resolved yet.
The little “play/pause” button on the timeline window (activated when you press the spacebar) is not actually a pause button, it’s a stop button. That’s why the Cinemachine tracks release control.
I’d be very surprised if there wasn’t a programmatic way to pause the timeline. Ask on the timeline forum for the right API call.
Have you tried setting the timescale to zero to pause the clip?
Just to clarify I am calling PlayableDirector.Pause() to pause the timeline. This results in the same behaviour as described above and the camera reverts to the same position it was in before the timeline started running. I would expect the camera to hold on the last playing animation.
The Pause() behaviour on PlayableDirector makes the timeline stop but keeps it in a state where is can be resumed from where it was.
The behaviour that is more appropriate in this case would be a ‘hold’, where Timeline continues to evaluate, but time does not advance. You can accomplish that by