The background color is the main camera has culling mask set to nothing and a solid color set in its clear flags. Each cartoon strip is a camera with a pixel rect setup using the CameraGridEditor editor script.
On a timeline there are playables to tween or just set the camera grid. Also on a timeline is the Virtual Camera override. You could disable these cameras if you dont want them being evaluated in normal play time. Then the timeline track will take over while a timeline plays.
Timelines are asssigned to the YarnSceneDirector manually in the editor inpector and then triggered in the Yarn script with <<playTimeline {TIMELINE_GAME_OBJECTNAME}}>>
I've setup the timeline with a signal that calls the touch manager to reset the Rects when a timeline starts, see the signal track with the "CameraRefreshSignal" event
####Layers Touchcast: Physics objects that are raycast positions for the touch interaction PhysicsInteration: Physics objects that can interact and also bone colliders interact with these Cam{x}VCams: For Cinemachine to ignore a virtual camera the virtual camera needs to be asigned to a layer and then the brain camera culling mask have that layer removed
####Tags GridCamera: So that it doesn't get tagged as the main camera
Michelle model and animations from Mixamo modified in Blender with some interactable bones. Secondary motion provided by EZSoftBone
