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Camera Cinemachine - problem switch and save

edited 8:36AM in Engine development

Hi everyone,

I have some questions about using Cinemachine with Animal Crossing because I'm having some issues with camera switching and saving.

In Animal Crossing's MainCamera, I added the CinemachineBrain component. I created three other cameras using the CinemachineCamera component.


I created a timeline with the MainCamera and the 3 other cameras.

The problem is that when I activate the sequence with the controltimeline node and then want to switch to the CameraTable, which is the Gamecamera in the scene, it doesn't work.

Initially, I reduced the track activation of camera 3 so it could switch the camera game. It works, but it's not optimal at all because it creates a shot of the sky for a few seconds since there's no dedicated camera for 1 second.

It remains stuck at the last camera in the timeline sequence, so camera 3.

To fix the problem, I added a node object > call event by dragging the MainCamera object and selecting the Cinemachinebrain.enabled function. This more or less fixes the camera switching issue, but I think this method isn't the best, especially if I want to reuse another sequence later.

The other problem is that after switching to the game camera (which is the CameraTable), saving, and then loading the save point, it doesn't work; it loads the main camera view.

I then tried with a different scene without using Cinemachine, and everything works without any problems.

So, is it better to avoid using Cinemachine when you're not using its key features, or not? I specifically wanted to use the "Basic Multi Channel Perlin" component for some scenes. But if I encounter more problems each time, I'd rather avoid using it.

Thank you for your answers.

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