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Hi, I'm trying to solve an issue for a while and I cannot find the right solution. I have a scene with a global volume (priority 0) and...
Great news ;) We will prepare a bug report for the glitch too. Thank you for the assistance.
Yes, that solves the incorrect behavior properly ;) with the same result as we did with our ugly hack :) Will you include this fix in the...
Interesting, we will try your solution and let you know ;) Thanks!
Yes, it's basically the Cinemachine example project... I will prepare it.
Hi Gregoryl, We finally managed to do some research on this damping matter. We had an issue with damping and a connected collision problem, that...
Hi Gregoryl, I waited for the new Cinemachine release and retested the cameras. (CM 2.8.4, Unity 2020.3.25f1, Standard Pipeline) I created a new...
We used Unity 2020.3.18f1 and CM 2.8.2... we noticed this in our production scene first, when we tried to setup the VC, then we reproduced the...
Hi, We used the Cinemachine Example Scene (3rdPersonWithAimMode) from the Cinemachine Package to test a collision issue. We used the original...
Hi, We are testing the Cinemachine Example Scenes from the Cinemachine Package. We opened the 3rdPersonWithAimMode sample scene and set 2...
Hi, here is the super small project. Unity 2020.3.18f1 Cinemachine 2.8.2 (tested also with 2.8.1) Input System 1.0.2 (tested also with 1.1.1)...
Hi, The StateDrivenCamera allows you to make camera transitions based on the state change in the linked animation controller. However when we use...
I use the Cinemachine Samples, provided in the Cinemachine package. using 2019.4.26 and CM 2.8.0 (tested also in 2.7.3) I opened the "Free Look...
Ok, I did it in the HDRP template scene... and I found something related to this bug. It's the directional light. If the Light direction (Z) is...
Hi guys... I have a problem in HDRP (7.6 Unity 2019.4.26). When I render the baked Reflection Probe one of the CubeMap sides is rendered with...
Hi Gregoryl, But the FreeLook is the only camera mode that drags the camera behind along with rotation. When you move and you don't rotate the...
Actually, discard all changes in Play mode is what we wanted in the first place but somehow we could not make it work and did not find any clues...
Thank you for the workaround. I tested and found only one way to make it work. Only if I add line 29 below: private void RecreateClips() {...
Hi David, I managed to create a super small reproduction project (5 custom track and clip files with minimum code + a test scene with 1 timeline...
Actually the Clip is deleted from the track, the m_Clips list shows that. And also the Editor removes the deleted clips after...