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CM v2.1 beta release: New features, new fixes, improvements, examples,

Discussion in 'Cinemachine' started by Adam_Myhill, Aug 29, 2017.

  1. iamarugin

    iamarugin

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    Dec 17, 2014
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    308
    When click on prefab with Cinemachine Collider attached and Cinemachine Collider script Disabled

    Code (CSharp):
    1. NullReferenceException: Object reference not set to an instance of an object
    2. Cinemachine.Editor.CinemachineColliderEditor.OnInspectorGUI () (at Assets/Cinemachine/Base/Editor/Editors/CinemachineColliderEditor.cs:39)
    3. UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor[] editors, System.Int32 editorIndex, System.Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1240)
    4. UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
    and cinemachine collider script doesn't expand

    Also it fires "Preserve Line of Sight requres a LookAt target" warning when attached to free look camera even it has Look at target
     
  2. rneron1

    rneron1

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    Jun 16, 2017
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    9
    Hello!
    There are any ways to change the source of "Look at target" to an other from one camera in timeline?
    And more, blend it from one to the other?
     
  3. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
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    @Aronka The null exception is a known issue and is fixed on the trunk. Will update the beta soon with the latest. Thanks for reporting.
    The warning about preserve line of sight is there because the target references don't carry into the prefab. When you instance the prefab and set the targets, the warning will not be there.
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

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    What you need to do is to create 2 vcams, with different targets, and blend between them using timeline.
     
  5. Gregoryl

    Gregoryl

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    Thanks for the upload. It's playing very smoothly for me, with the new (unreleased) beta. If, with the heavier scene, you still get judder, there are a couple of ways to mitigate this:
    1. Turn off vcam damping, setting by setting, until the judder goes away.
    2. Animate on the physics clock. The cameras will automatically follow suit, resulting in a steady framerate for the purposes of damping.
     
  6. greg-harding

    greg-harding

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    Apr 11, 2013
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    Thanks for taking a look and I hope it was a reasonable test case. Did you notice the judder with the current public beta and/or compare it with v2.01? A game window running at 5x scale shows it pretty clearly.

    And thanks a lot for the tips. I'll check any new betas you release and tweak those settings if the jittering remains. Looking forward to seeing the updated versions soon!
     
  7. Drowning-Monkeys

    Drowning-Monkeys

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    I noticed in the beta that a tracked dolly vcam can no longer be rotated. Is that expected future behavior? How do we rotate the camera from now on if so? Set the cam to autodolly, give it a lookat target and move the target, instead of the dolly path position?
     
  8. Gregoryl

    Gregoryl

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    @Drowning-Monkeys Good point - that's an oversight. We want the possibility to have the camera take its orientation from the path, but we don't want to force it. Thanks for noticing this, we'll get a change in there.
     
  9. Carrmichaelll

    Carrmichaelll

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    Nov 30, 2016
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    unfortunately it's still jerky, this is the freelook camera with it's default settings

     
  10. Gregoryl

    Gregoryl

    Unity Technologies

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    @Carrmichaelll is your issue resolved? Trying to locate the context for your post and am failing.
     
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