Hi,
We’ve entered production but having introduced Slate into our Unity Tools only recently, we are struggling with the Game Camera behaviour that seems to highjack our system for managing the Main Camera. The way our game works is basically the player navigates from space to space containing many UI elements dependent on their choices, with transitions between these spaces. We are using the cutscenes to manage the transitions and manage the timing of script events and animators / animations. To allow collaborative workflow each space is contained in a scene, and we load them all together.
The issue is that when I’m trying out making use of the Render Camera to take over and manage the camera motion during the transitions making use of the camera track, I end up having only the one camera with the game camera behaviour component being active at the end of the transitions, and not the Main Camera as defined in the scene. Are we making a mistake, not using it properly, missing Something out? Should we be doing Something else to the Render Camera? Or should we forego the Render Camera altogether and make use of our own Main Camera?