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Cinemachine not showing anything

Discussion in 'Scripting' started by deen0_, Dec 28, 2021.

  1. deen0_

    deen0_

    Joined:
    Feb 10, 2021
    Posts:
    33
    Could someone help me out with cinemachine?

    I was trying out cinemachine for the first time, but it seems my virtual camera is set permanently Status: Standby and can only be properly view if I manually click the 'solo' button. It also states that there is no live camera? I do have a virtual camera, but it doesn't seem to be doing anything, even with the follow target and look at inputted as my player.

    Now the camera doesn't seem to show anything with the layer 'Default' either.
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    36,767
    Please do not crosspost. You just posted this here:

    https://forum.unity.com/threads/virtual-camera-set-to-status-standby.1217424/

    Do you have code to take it off Standby? If that doesn't work, make a new scene and start afresh. Iterate and solve your problem by finding out first what the problem actually is.

    You must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
  3. deen0_

    deen0_

    Joined:
    Feb 10, 2021
    Posts:
    33
    Works now,

    I had 2 cameras (search up 't: CinemachineVirtualCameraBase' in heirarchy)
    Camera culling layer didn't have default selected