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Thank you, that's very useful to know.
Okay, that leaves me with this: private bool _isCutting = false; void MyGameLogicFunction() {...
Okay, great. I only need to do these cuts occasionally, and the GetBlendOverride solves my problem. The only question is whether it's possible to...
Camera 1 is currently active - I want to switch to Camera 2. So I set Camera 1's priority low, and I set Camera 2's priority high. This starts a...
Okay, I've updated to 2.9.2 and the same problem remains. The issue seems to be that changing the relative camera priorities does not get...
The Package Manager only offers me version 2.8.9. I'm using Unity 2021.3.8f1. How would I get hold of 2.9.2, and is it compatible?
I need to be able to customise the Lerp behaviour during camera blends. In particular, `CameraState.InterpolatePosition` has a hard-coded...
Okay, the last version near the top of that file is: [2.9.0-pre.6] - 2022-01-12
Please see the last paragraph of my post - if you can tell me how to find out the exact version, I will let you know.
I have default blends between cameras that work well, but in certain situations I want to immediately cut to one of the cameras with no blending....
I have a "Click" action of type "Pass Through", Control Type "Button", and Initial State Check is true. I get C# events to my application. If I...
I can't find any link to do this, just one to change password.
No, I'm definitely talking about blending. The example above talks about switching cameras, not moving them. I've managed to get something...
The problem I have is specifically blending from one camera to another in a way that doesn't linearly interpolate. Taking Pacman as an example,...
Experimenting further, I can get a long way towards what I need by starting by positioning a vcam and target in the 'fake' position outside the...
I have a game which has a wrap-around world, and I'm struggling to get Cinemachine to blend smoothly across the borders of the world. I'd like...
I'm having a lot of trouble getting my UGUI and the new Input system to cooperate, and one of the common fixes to stop click events being double...
This plan was revealed in September 2018. So far, we have precisely one archetype, the FPS Sample, which isn't in a great shape. I guess there's...
So, how are we looking with regards to "we’ll be building out networking “archetypes” that work best for different types of games", which was said...
Bump! Would be nice to get a second opinion.