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Bug Recording Timeline create wrong image when switching camera

Discussion in 'Cinemachine' started by RDZe, Feb 15, 2023.

  1. RDZe

    RDZe

    Joined:
    May 5, 2022
    Posts:
    5
    Hello

    We use the timeline to save the current scene as a sequence of images for film. In the timeline we use alembics, activation track, animation clip, cinemachine, ...
    Each time we switch from a tight shot to a wide shot, Unity takes time to refresh the whole scene and displays for example reflections only after a few seconds. This means that the first image of the wide shot is recorded without reflections. This can also happen with activation track (object visible when it is not supposed to be).
    To correct this manually, we have to navigate further in the wide shot to force the complete loading, then go back to the image that doesn't work and bring out only this image. This wastes a lot of time and energy

    How can I force Unity to work in the correct order and be sure the image is completely rendered before recording it ?
     
  2. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
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    7,233
    Are you using builtin, URP, or HDRP? Which version of Unity? Which version of Cinemachine? Which version of Recorder?
     
  3. RDZe

    RDZe

    Joined:
    May 5, 2022
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    Our Settings :
    - HDRP (11)
    - Unity 2021.1.17f1
    - Cinemachine 2.7.8
    - Recorder 3.0.1
    - Recording in 4K, 25 FPS, in image sequence
     
  4. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
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    Does it still happen if you upgrade to a more recent version of CM? I would recommend 2.9.5.
     
  5. RDZe

    RDZe

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    May 5, 2022
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    I tried to update the project to 2021.3.18f1 and CM to 2.9.5 but no changes.
    I don't know if it comes from CM or from Timeline ...
     
  6. Gregoryl

    Gregoryl

    Unity Technologies

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    Dec 22, 2016
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    It might be a Recorder thing. I'll wait for the Recorder team to pipe in.
     
  7. RDZe

    RDZe

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    May 5, 2022
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    I don't know if it's the recorder.
    I can see this issue in the game view, without launching the record, and without having any recorder track
    If I just set the timeline cursor at the first frame of a wide shot, I have no reflection in my game view, like in my render. I have to move in my timeline to get it visible
     
  8. cguertin

    cguertin

    Unity Technologies

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    Aug 20, 2019
    Posts:
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    Hey @RDZe! Would it be possible to post a screenshot of your Timeline?

    It might give us some clues depending on how the "shots" are structured (ex: only a cinemachine track vs. control tracks/nested timelines).
     
  9. RDZe

    RDZe

    Joined:
    May 5, 2022
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    Hello, sorry for the delay
    Here is a screenshot of our timeline. You can see that it is relatively simple :
    - 1 sound
    - 2 animation track with animation clip
    - 1 cinemachine track with 3 different cameras
    The cut at the cursor location creates a bug as I said. (Coming from a close-up to a wide shot)
    timeline.png
     
  10. Unifikation

    Unifikation

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    Jan 4, 2023
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    1,043
    You're likely coming up against the benefits of culling. That the geometry and materials needed for the reflection are culled until you change to the wide camera, at which time they need to be pulled in, thought about and pushed to the GPU, and then the reflections built etc.

    In the Tight Shot, a lot of stuff will be culled out... or should be.

    You may have to create "fake" transitions to black, whilst you change cameras, so that everything can get loaded and rendered and then reflected, and then fade out that black (perhaps with a visual, on screen countdown) so that you can later chop/edit out the annoying pop-in frames, that are now black.

    Or turn off all culling, somehow, somewhere.