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Dead/soft zone gizmos not showing in the game view.

Discussion in 'Cinemachine' started by BadWolfWagner, Oct 12, 2018.

  1. BadWolfWagner

    BadWolfWagner

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    I imported Cinemachine, via package manager, to a brand new project.
    It's working perfectly but the gizmos for the dead zone, (blue) soft zone and (red) hard zone aren't appearing in the game view window. They work fine if edited in the inspector but actually seen the zones in the screen really helps.

    I even tried to open old projects where everything was ok and they are not showing any more.
    The last time I used was a few updates and I'm currently with Unity 2018.2.11f1.

    Is this a know issue with the new version of Unity or the new version of Cinemachine, or have I set up something wrongly?
     
  2. PGJ

    PGJ

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    I assume that Game Window Guides is checked. Are the gizmos enabled in your Game view?
     
  3. BadWolfWagner

    BadWolfWagner

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    Yes, they are.
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

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    What about this? Is this checked?

    upload_2018-10-15_12-51-19.png
     
    BadWolfWagner likes this.
  5. BadWolfWagner

    BadWolfWagner

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    Sorry I took so long to reply. I've been too busy and haven't worked in this project in that past weeks.

    Anyway, yes. It is checked.

    I ended up finding out that they appear but only in play mode. Using "save during play" I can work with that just fine, but shouldn't they show up out of play mode too?
     
  6. Gregoryl

    Gregoryl

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    Yes they should show up outside of play mode too. Could it be that you have another Camera that's active when not in play mode?
     
  7. cmorait

    cmorait

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    Same problem here with Unity 2018.3.2f1 (64-bit). I have only one camera in the scene and I have checked the Game windows guides.
     
  8. Gregoryl

    Gregoryl

    Unity Technologies

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    @cmorait do you have more than one inspector window open?
     
  9. cmorait

    cmorait

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    No, I have only one. They only can be seen if there is an object in "Follow" and "Look At" fields of the Cinemachine Virtual Camera Script. If you want to make a cutscene that you are not in the need to "Follow" or "Look at" then is not working.
     
  10. Gregoryl

    Gregoryl

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    Yes, that makes sense, and is as expected. The guides are there to help you position the target on-screen. If there is no target, then the guides are pointless.
     
  11. cmorait

    cmorait

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    I was using an older version and that was not an issue. Thanks.
     
  12. pabitrapadhy

    pabitrapadhy

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    Feb 4, 2017
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    @cmorait
    I was also facing something similar.
    This could be checkmarks for anyone, who initially take a bit of time to understand how it works.

    In Edit Mode -
    • Make sure the Game Window Guides is turned on.
    • Make sure that you have a target for Look At
    • Make sure that in the Cinemachine Virtual Camera component, Aim is set to composer, because if the component is reset for some reason, it changes to Do Nothing.
    In Play Mode -
    • Make sure you've selected the currently rendering virtual camera, given that it satisfies the above criteria mentioned in the Edit mode.
    Cheers.
     
  13. Baste

    Baste

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    I ran into this just now.

    Turns out the Cinemachine Brain has to be attached to the camera in order for the gizmos to show in the game view. The docs specify very strongly everywhere that the brain component should get added to the camera, but sometimes you just try things without reading the docs first :)

    Maybe the brain component should complain that it's not attached to a camera? Or just refuse to do anything if it's not? It seems like there's a fallback behaviour right now where it just happily moves Camera.main instead?
     
    Last edited: Apr 9, 2019
  14. Gregoryl

    Gregoryl

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    The object with the Brain component is the object that gets moved. If your Camera is on a child object of that, then it will end up getting moved along with it. There is no fallback to Camera.main.

    We don't force a Camera component on the brain because in some situations it needs to be buried in the children (VR is one such instance). Also we don't want to preclude CM getting used in new creative ways that don't involve cameras. In the end, CM is just a fancy way to animate a game object's transform.