In Heptomusee, gameplay involves switching between an exploration screen (UI) and a puzzle-solving screen (UI). Each screen has its own dedicated camera—specifically, a Unity Cinemachine Virtual Camera—and the UI changes in tandem when switching between them.
Transitions between cameras utilize Cinemachine’s camera blending feature, ensuring smooth shifts in camera position, field of view, and other parameters. This same blending functionality is also used for the “unlock sequence” triggered when a puzzle is solved, making it clear to the player exactly where the change has occurred.
However, this camera blending is unsuitable for scenarios like the “trophy unlock sequence” mentioned in the previous article, as the distances involved are too long and the required camera travel is excessive. Consequently, we configured the system to skip blending (switching instantly) for trophies, and added settings to the puzzle-solved action to specify whether blending should be used and how long the sequence should last.