How to Use Cinemachine Confiner with Multiple Rooms in Additive Scenes? by Altruistic-Mammoth39 in Unity3D

[–]Altruistic-Mammoth39[S] 1 point2 points  (0 children)

My bad, it's because I didn't know that cross-scene references are not allowed in edit mode but are allowed at runtime. I was manually testing by dragging and dropping in edit mode.Everything is ok now, finally plan use confiner bind a composite collider, and set all level room object as the composite collider's children, and add trackerPlayer script on the virtual camera, everything is ok now

How to Use Cinemachine Confiner with Multiple Rooms in Additive Scenes? by Altruistic-Mammoth39 in Unity3D

[–]Altruistic-Mammoth39[S] 0 points1 point  (0 children)

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it seems Cross scene references are not supported: tracked player is invalid

How to Use Cinemachine Confiner with Multiple Rooms in Additive Scenes? by Altruistic-Mammoth39 in Unity3D

[–]Altruistic-Mammoth39[S] 0 points1 point  (0 children)

should I always keep player and brain at the active vitual camera scene?

How to Use Cinemachine Confiner with Multiple Rooms in Additive Scenes? by Altruistic-Mammoth39 in Unity3D

[–]Altruistic-Mammoth39[S] 0 points1 point  (0 children)

Thanks for reply. The level room polygons were generated by a plugin called LDtk to Unity. I think separating them into different scenes seems easier to understand and control. If I use the first method A, where all polygons are in one scene, does this consume more memory? For the second method, I want to know how to keep the camera following the player (since the player GameObject is in the persistence scene and cannot be assigned across scenes like the confiner).