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Question by CNSN3D · Oct 28, 2022 at 12:33 PM · c#camerabeginnergame developmentreferencing

Cinemachine Noise BasicMultichannelPerlin not updating when I change camera

Hello Unity Community, I'd really like some help for an issue I face with my camera shake. Here is my situation :

I am working on a roguelike plateformer game, and when the player is changing room, a Cinemac$$anonymous$$ne Virtual Camera contained inside the room prefab becomes the new active camera. The Cinemac$$anonymous$$ne Virtual Camera is a prefab,and every room has t$$anonymous$$s prefab as the virtual camera that becomes active when the player enters the room.

I have a generic CameraShake script that I'm calling when the player shoots a bullet. Here is the CameraShake script, w$$anonymous$$ch is attached to my Maincamera containing the Cinemac$$anonymous$$neBrain component :

 using Cinemac$$anonymous$$ne;
 
 public class Cinemac$$anonymous$$neCameraShake : MonoBehaviour
 {
     public static Cinemac$$anonymous$$neCameraShake Instance { get; set; }
 
     public Cinemac$$anonymous$$neVirtualCamera _cvc;
     private float shakeTimer;
 
     public Cinemac$$anonymous$$neBasicMultiChannelPerlin _cinemac$$anonymous$$neBasicMultiChannelPerlin;
 
     public Cinemac$$anonymous$$neBrain _brain;
 
     private void Awake()
     {
         Instance = t$$anonymous$$s;
         _brain = GetComponent<Cinemac$$anonymous$$neBrain>();
         StartCoroutine(GatherActiveCam());
     }
     public IEnumerator GatherActiveCam()
     {
         yield return null;
         _cvc = _brain.ActiveVirtualCamera as Cinemac$$anonymous$$neVirtualCamera;
     }
     public void CameraShake(float intensity, float time)
     {
        _cinemac$$anonymous$$neBasicMultiChannelPerlin = _cvc.GetComponentInC$$anonymous$$ldren<Cinemac$$anonymous$$neBasicMultiChannelPerlin>();
         _cinemac$$anonymous$$neBasicMultiChannelPerlin.m_AmplitudeGain = intensity;
         shakeTimer = time;
 
     }
     private void Update()
     {
         if (shakeTimer > 0)
         {
             shakeTimer -= Time.deltaTime;
 
             if (shakeTimer <= 0f)
             {
                 Cinemac$$anonymous$$neBasicMultiChannelPerlin _cinemac$$anonymous$$neBasicMultiChannelPerlin = _cvc.GetComponentInC$$anonymous$$ldren<Cinemac$$anonymous$$neBasicMultiChannelPerlin>();
                 _cinemac$$anonymous$$neBasicMultiChannelPerlin.m_AmplitudeGain = 0f;
             }
         }
         
     }

And I call the Cinemac$$anonymous$$neCameraShake Instance wit$$anonymous$$n my Shoot() coroutine, when the player shoots :

 Cinemac$$anonymous$$neCameraShake.Instance.CameraShake(2f, 0.2f);

It works fine, until I change rooms : when I change room, the Cinemac$$anonymous$$neVirtualCamera updates to the next room and no problem, I have camera shake inside the new room.

When I go back to my previous room, the reference doesn't update for some reason, and the camera shake still works on the room I was before.

I guess going with noise and BasicChannelPerlin is kind of legacy stuff, maybe I should do an ImpulseListener instead ?

Needless to say I'm not very good with code, I hope my description is clear enough and you guys can help me :)

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