Quick answer: Vcam → Add Extension → CinemachineImpulseListener. Channel masks on source and listener must overlap. Set Raw Signal asset on the source.
Source GenerateImpulse() runs. Console fine. Camera doesn’t move. There’s no listener consuming the impulse.
The Symptom
Explosion plays, source fires, no shake. Or one vcam shakes (the one with a listener) but switching to another vcam loses the effect.
The Fix
Vcam GameObject:
Add Extension → CinemachineImpulseListener
Channel Mask: 1 (or All)
Use 2D Distance: false // 3D scene
Gain: 1.0
Reaction Settings: Default Reaction profile
ImpulseSource (on explosion prefab):
Default Channel: 1
Raw Signal: BumpyShake6dof.asset
Default Velocity: (1, 1, 1)
Default Duration: 0.5s
Source channel 1, listener mask 1 — bits AND non-zero, listener consumes the impulse and shakes the vcam.
Multiple Vcams
Listener is per-vcam. Add to every vcam that should react to that channel. Or use a single global listener on the brain’s parent and let it apply to all.
Verifying
Trigger the impulse. Camera shakes. Disable the listener: shake stops while source still fires. Confirms wiring is correct.
“Source emits. Listener consumes. Channel masks align. Camera shakes.”
Related Issues
For Cinemachine StateDrivenCamera, see priority. For input composites, see composite.
Listener on vcam. Channels match. Shake.