Quick answer: Per-camera Basic Multi-Channel Perlin noise is tied to one camera; blending switches it off. Use CinemachineImpulseSource and CinemachineImpulseListener — impulses survive blends and apply at the brain.
A hit causes a camera shake via the active vcam’s Perlin Noise. A blend to a different vcam mid-shake cuts the shake off — the new vcam has its own settings.
Per-Camera Noise Doesn't Travel
The Basic Multi-Channel Perlin extension lives on each vcam. When the brain blends to a different vcam, you’re blending toward its noise settings — often zero. The shake fades out unintentionally.
Impulses Travel
public CinemachineImpulseSource impulseSource;
void OnHit()
{
impulseSource.GenerateImpulse();
}
Add a CinemachineImpulseListener to your vcams (or set it once and have the brain listen). The impulse is consumed by whichever camera is active — the shake follows blends.
Tune the Impulse
The Impulse Source asset controls amplitude, frequency, decay, and a 6D signal. A library of presets (small-hit, big-explosion) is more maintainable than per-call magic numbers.
Custom Profiles for Different Hits
Different impulse profiles per event type (light hit, heavy slam) keep the feel readable. All travel correctly across blends.
Verifying
Trigger a shake, blend to another camera mid-shake — the shake continues on the new camera through its lifetime. Different impulse types feel distinct.
“Per-camera noise dies at blends. Impulses live at the brain and survive.”
Build an Impulse library asset that designers can drop into hit events — centralizes camera feel without per-script magic numbers.