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Bug Cinemachine Blend not working in Build

Discussion in 'Cinemachine' started by George_Lucas, Apr 11, 2023.

  1. George_Lucas

    George_Lucas

    Joined:
    Dec 8, 2015
    Posts:
    1
    Hello all !
    I'm on Unity 2022.2.12f1 with Cinemachine 2.9.5.
    I have a simple camera setup with two virtual cameras : one who follow the player for a first person view and a dialogue camera with an orbital transposer to lock on a NPC when engaging dialogue.
    I have a small C# script to switch between the two where I setup a Blend as EaseInOut with a custom time.
    In play, all is working really well, I can adjust the time and the blend is smooth as expected.
    But in build, it's like the switch is instant, no blend, no delay, no smooth transition, a few ugly frames where the new camera is not correctly setup yet and boom... What do you think is happening ?
    Thank you for your time !
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

    Joined:
    Dec 22, 2016
    Posts:
    7,552
    We've never seen something like that. Can you repro this in a simple project?
     
  3. Unifikation

    Unifikation

    Joined:
    Jan 4, 2023
    Posts:
    1,073
    I have. I've had to build little initialisation managers that go through and "activate" everything in a quite specific order, and lags a few frames so things get bedded in and cached/pre-played (especially audio files and complex particle systems). This solves a lot of these kinds of gremlins, and gives culling a chance to do its thing, animations a chance to rest, physics a chance to settle, mipmaps to resolve, post processing to process, LOD and DOF time to calculate their spaces and places, regions to figure out what's in them, and a bunch of other things that nobody ever seems to discuss needing a few frames to sort themselves out.