I wrote this really quick action that allows for you to stop the camera from following the cursor when the camera switches. I found that when I cut to a different camera, my UFPS camera was still following the mouse regardless.
using UnityEngine;
using System.Collections;
using UnityEditor;
namespace AC
{
[System.Serializable]
public class ActionMouseLook : Action
{
public bool newMouseLookState;
public Char charToMove;
public ActionMouseLook ()
{
this.isDisplayed = true;
title = "Player: Lock MouseLook";
}
override public float Run ()
{
charToMove = KickStarter.player;
charToMove.GetComponent<vp_FPInput> ().MouseCursorBlocksMouseLook = newMouseLookState;
return 0f;
}
override public void ShowGUI ()
{
newMouseLookState = EditorGUILayout.Toggle ("Lock MouseLook:", newMouseLookState);
AfterRunningOption ();
}
}
}
When you start a cutscene, just set the Lock MouseLook to true, and when the player regains control, set it to false! I hope it can help someone.
All the best,
Josh