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Cinemachine POV and free camera don't work in Unity Remote

Discussion in 'Cinemachine' started by sacb0y, Sep 12, 2019.

  1. sacb0y

    sacb0y

    Joined:
    May 9, 2016
    Posts:
    874
    I'm testing an android build through Unity remote but for some reason and only when remote mode is active the camera inputs do not work at all. So the camera does not rotate or spin around.

    It works perfectly fine in build, and perfectly find if not in remote play. All other touch input is fine too, it's only this that does not work.
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
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    By default, Cinemachine uses Input.GetAxis() to poll for user input. Does that call work elsewhere, say in a custom script?
     
  3. Maverick87Shaka

    Maverick87Shaka

    Joined:
    Aug 4, 2017
    Posts:
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    You got the point, we've the same trouble nowadays with Cinemachine.
    Since it's use Input.GetAxis, it doesn't works at all ( or act strange ) when the application is used by a remotization software, so far we've tested multiple solution, Citrix XenApp, Windows RemoteApp and even Parsec, the application doesn't work as intended.

    It should be updated this tool to use also other input method with a simple drop-down menu or similar, where ask how do you want interact.

    So far the "remotization" of 3D app is the big obstacle to adoption and large scale up in business.
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

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    Cinemachine has a hook, CinemachineCore.GetInputAxis, whose handler by default calls Input.GetAxis(). You can install your own handler here to get input from wherever you like.
     
  5. Maverick87Shaka

    Maverick87Shaka

    Joined:
    Aug 4, 2017
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    Finally find in this other topic "How do I make a CinemachineFreeLook orbiting camera that only orbits when the mouse key is down?" a way to solve the problem or at least a workaround. With press down solution basically you can use the app in any remote environment without many problem. By the way I suggest to make it available as a simple flag options or similar properties to be tuned out directly within editor.
    Some other game engine has similar function ( mouse behavior ) when using standard camera/player.

    Thanks,
    Andrea
     
    Gregoryl likes this.