Ok, so I've been playing a lot of Devil May Cry 1 recently and I found out that I really like third person Hack and Slash games. So I wanted to make something similar using Unity. The character controller I've set up works pretty well for my needs. There is just one problem. The third person camera (Free Look Camera) has like this weird FieldOfView-Change whenever the character is moving.
Click here to see what it looks like right now!
I tried fixing that by changing its properties on the side but it didn't help at all, heck, it even got worse.
Maybe there is a really simple solution for it but I didn't get there.
All I want the camera to do is follow the player smoothly (which it does) but without doing that weird Snap-Back-In-Place-After-Player-Has-Stopped-Thingy (which it does not).
Have you guys got any ideas?
Thx, Anton
The problem is with Cinemachine. From the camera, I can tell this is what you're using. Cinemachine has a lot of options, but you need to locate damping and turn that off if you don't want that delay.
Hopefully this resolves your issue!
Related
Please Note: I'm having trouble placing pictures here, but I have a thread on the Unity Forums of this issue with images and additional video. Please refer: https://forum.unity.com/threads/models-suddenly-stuck-in-poses-in-editor-and-animations-messed-up-across-project.1334213/
This has been torturing my team for the past month and a half and we're all very lost.
My team and I are using Unity 2020.3.27f1 LTS. We had setup many characters across the game. Of course, when we designed them and place them in the world in the Unity Editor, they are in their default T-Pose and animating once the game plays. This has been how the project's been for the past year.
Then about a month and a half ago I did a bunch of edits related to character animation and performances in a scene and pushed it. From there, all characters across the project broke in some way. I have no idea why as I only edited a few animations for select characters and their triggers. I didn't touch any code.
When I say they all broke, it's in various ways. Some characters stopped working entirely or partially; an example being a character with a long coat but now the coat itself no longer animated at all with the rest of the body. Some had parts of their rig that started to bend, distort, and move oddly in ways they never did before on animation, most prominently their hands in most cases. Some contorted into random positions for no reason...
However, the biggest problem is that almost every character model now holds a pose in the Unity editor. We have no idea why. It's like Unity saved their last posed position and has made it their default pose forever. They hold that pose no matter what. You can remove all their animation components and it will still hold that pose instead of a T-Pose. It could be a sitting position. It could be an idle pose. Sometimes it's in a cringing position that models go into when their rigs are broken... But almost all of them will animate properly on Play Mode... With some animation errors as mentioned above. And this is on EVERY character. You can see some examples in the images below.
We've been scrambling to figure out why such a problem has occurred and it has been a huge setback. There's no logical reason why such a project-wide problem just suddenly happened. I went back into the commit history to find where it started and it began with my commit... But I did nothing that should have caused something like this. I was tweaking animation performances in one scene which doesn't even feature most of the characters or anything related to them. Now it suddenly damns the whole project and every character has been affected even if I hadn't touched them in a long time.
The weird thing is that the animation errors at least have an odd fix mostly. For some, but not all of the characters, if I delete their rig in the prefab and then put a rig back in the prefab fresh from the project files, their animation issues are mostly solved... But there's nothing actually different about the rig at all. It makes zero sense. This does not fix the posing issue though.
So far, I have no clue what is happening or why. Even putting in the fresh rig does not save the character from becoming affected by the posing issue eventually. The only clue I've been able to find is that in Prefab Mode, it T-Poses as it should, but if I click the Show Overrides checkbox it goes back into that pose. This leads me to believe that there is an Override issue, but I couldn't have triggered anything like that project-wide, I never even knew Overrides like this were a thing until I looked into this clue.
This leads me to believe this is an editor problem because nothing me or any of my team could have done should have caused all this mess to happen. Now we have to redo weeks of work to try and fix some of these issues and we still don't know how to fully stop these problem or why it's happening. At least one of these characters are still even more distorted than the images below on animation and we don't know why. It has forced a crash when I was looking more deeply into the animations at one point. The project/unity seems much more unstable since this began. One of my teammates sent a version to Unity via the Report a Bug function, but whenever I tried doing so myself as well, it never worked. We have yet to hear anything.
Anyone have any idea what is going on?!
It's a quite common issue for characters to lose T-pose in the Editor. I'm not sure exactly what causes that yet and I hope they fix it.
You may revert the character back into T-pose by selecting the object; → Going to the inspector, and at the top of the inspector you'll select "Overrides". There you'll be able to see any modifications done on Transforms or other components.
Select each transform of the rig's bones, then click on "revert selected".
Note that this is assuming your character is still linked to its original prefab and appears in blue on the hierarchy.
If your character was unpacked from its prefab then I'd recommend you just play a T-pose animation on play-mode, then copy the whole T-posed character on play mode and then stop the play-mode and paste it back into Edit-mode.
I hope that helps out.
Such a question. Previously, I created a scrolling list, here's what it was about:
Scrolling does not work in Unity, it does not react at all
And everything would be fine, but there is a but. When using a standard camera, everything is fine, when using a CinemaChine(I hope I wrote it correctly), flipping through the list becomes impossible. Once again, I put the Unity camera, the list is flipped, I put the CinemaChine, the list is not flipped. What parameters do I need to configure or change?
Also, if necessary, I can provide screenshots.
Solution, delete the standard camera and create a new one. I think this is a library bug, but I can be wrong, if someone solved the problem in another way, write)
I am still new to Unity and programming in general. I have tried looking through the forums for this problem but I feel the need to ask anyways since I get confused reading and trying to tell if the person's problem is exactly the same as mine. I have this code that when you press w which is forward it forces the the player to go forward in one direction regardless of where the player is facing. I know this kind of thing has been talked about before but I want to know exactly where I am messing up. Maybe something with using Space.World instead of Self or combining vectors and transform. Any help would be appreciated.
Screenshot of the code:
Im trying to make a road in unity3d with blender, but when i try to make the piecing together i get ugly seems where the roads come together..
as of now my road is just a plane, should i make this to be a full box instead?
This is the seam:
And this is my model:
EDIT:
I managed to fix my problem by turning all my planes into boxes..
like this:
Your images are so small it is hard to understand issue from them, anyway as i understand your moddel's edge's are seem weird right?
Did you try to look them after the compile, editor scene show much more ugly because it needs to be fast but after compiling and playing it look much more nice.
And also you can make some post processing to get better quality.
I think i could not manage to tell in the best way but i hope it can help you...
For some reason when I run my game the camera which follows the player has a slight jitter to it. If I watch the transform the Y position values are fluxuating and the rotation is affected aswell. I can not think of any reason for this to be happening other than maybe having more than one camera as my water comes with a 'reflection camera'. I am using basic unity packages, and even when rewriting the camera follow script, the problem still occurs.
I know there is not much to go on here, as the code is minimal for this issue(using 3rd person controller and camera components). I hope someone has had this error in the past and fixed it or knows enough about unity to help me out here because im lost.
Much appreciated
EDIT
Dont know if animations could be effecting it but I thought id mention my model has animations
To resolve your problem. Click Assets->Import Package-> Characters Uncheck everything Execpt. SmoothFollow.
Drag Smooth Follow to your Camera. Drag your Character to the Target from Smooth Follow Script.
If this doesn't fix the issue. Try to remove your own script.