Quick answer: Set Animated Target to the actual Animator. Populate States list with exact state name → child vcam mappings. For non-base layers, set Layer Index. Default vcam handles unmapped states.

Animator switches Idle → Combat. CinemachineStateDrivenCamera should swap to the combat vcam — doesn’t. Instructions list missing the Combat state.

The Symptom

Animator state changes; camera stays on previous vcam. Default child vcam continues to be used.

The Fix

CinemachineStateDrivenCamera:
  Animated Target:    PlayerCharacter (Animator)
  Layer Index:        0
  Default Target:     vcam_idle

  States:
    + State: Idle      VirtualCamera: vcam_idle
    + State: Combat    VirtualCamera: vcam_combat
    + State: Cinematic VirtualCamera: vcam_cinematic

Each child vcam under the StateDrivenCamera is selectable in the VirtualCamera column. Spelling matches Animator state names exactly.

Verifying

Trigger an animator state change. Camera should swap. CinemachineBrain inspector shows the active vcam.

“Animated Target. State map. Layer index. Camera follows animator.”

Related Issues

For Cinemachine vcam priority tie, see priority tie. For Cinemachine Recompose extension, see Recompose.

Map states. Camera follows.