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Bug Cinemachine and Post FX null m_Bundles

Discussion in 'Cinemachine' started by daxiongmao, May 20, 2022.

  1. daxiongmao

    daxiongmao

    Joined:
    Feb 2, 2016
    Posts:
    412
    I raised this issue a while ago in another thread here.
    https://forum.unity.com/threads/pos...ry-crashes-because-m_bundles-is-null.1189921/

    Can we see about getting this fixed.

    Code (CSharp):
    1.         /// <summary>
    2.         /// This method should be called whenever you need to reset any temporal effect, e.g. when
    3.         /// doing camera cuts.
    4.         /// </summary>
    5.         public void ResetHistory()
    6.         {
    7.             foreach (var bundle in m_Bundles)
    8.                 bundle.Value.ResetHistory();
    9.  
    10.             temporalAntialiasing.ResetHistory();
    11.         }
    The value of m_Bundles is never checked for null.
    The case I am hitting now is in the prefab editor with Cinemachine cameras.

    upload_2022-5-20_14-6-10.png

    Thanks
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,720
    This is not a Cinemachine problem, it is a PostProcessing package problem. There is nothing that Cinemachine can do about it.

    I would suggest logging a bug.

    If you don't want to wait for the fix, then you can fix it yourself: embed the PostProcessing package into your project, then add the null check.
     
  3. daxiongmao

    daxiongmao

    Joined:
    Feb 2, 2016
    Posts:
    412
    Figured. My original post was in the image effects thread. And never got any traction.
    I know you guys here are much more responsive from previous posts.:)

    Not sure I can really submit a bug from my project. But I think its pretty obvious and straight forward to add the extra check.

    I may add the package locally and fix. Depending on how much I hit it again.

    Thanks