Hello again!
Once more I am kind of at my wits end (sadly).
I have 2 characters the player can control. In order to switch, I made up a small cutcene where thay talk about the likes of "Hey, check out the enviroment, I'll think about stuff in the meantime".
Then I switch the player, teleport/walk the characters where I need them to be and let the cutscene end.
At first I made it a very big cutscene, showing them walk to the different parts of the Enviroment (the NPC to their waiting spot, the player to their "starting" spot).
Player feedback was, that this takes to long.
So my next take on it was to simply switch to another camera and let the new player simply walk into the shot (all in all it saved 5 seconds time).
Here is my problem now:
As soon as the player switches, to replace the current player character with the new one, it switches to the camera that was used last in the last cutscene.
This happens if I want to "switch" to a new cutscene. If I crossfade to a new cutscene (with time 0) the "last cutscene camera" will be shown for a fraction of a second, and then the new camera is shown.
This also happens if I use no camera whatsoever.
I have no idea where to begin to search for the problem, or what the problem could be. There is no action running in the background at that time and it even happens if I don't skip prior cutscenes.
Has anybody encountered this before?
I try to replicate this with a fresh scene, but if someone knows something it would be great if you could help me out.
Comments
Not that it makes more sense to me now, but I thought I mention it.
No more flicker, and the camera does exactly what I want it to do.
Especially considering that usually you switch to characters NOT in the same place as the original player.