![]() ![]() That's not a real solution since I need to use a PixelPerfect component (with the ability to Zoom). Pixel perfect camera sprite distortion after build Ask Question Asked 11 months ago Modified 11 months ago Viewed 131 times 0 I have a problem concerning the Pixel Perfect Camera in Unity. I found out that disabling the "Pixel Perfect Camera (Experimental)" component on the Camera solved the problem. Even if it's the only vcam enabled, it's not zooming. I mean, everything else works, the rotation, etc, everything but the zoom. To achieve that, I have added a 3rd "CM vcamZOOM".īut nope, it's not working at all. Now, I need to make a zoom on the player. (note : I'm aware there's another PixelPerfect component in the "2D pixel perfect" package, but it's only compatible with LWRP projects if I'm right.)ĬM vcam1 and CM vcam2 are used to make transitions between Areas. I feel that the right PixelPerfect component because it seems that it's the only one working for my project ahah. So I use the Camera component named "Pixel Perfect Camera (Experimental)". The CM PixelPerfect component doesn't work in my 2D Tilebased game. At least, that's how it looks from the code, maybe there's something I'm missing there.There are many PixelPerfect component that exists and it confuses me. Hopefully we'll hear something at some point but I'll probably just write my own camera controller at this point to save myself the pain of wrestling with code I can't tweak without breaking updates for the entire rendering pipeline.ĮDIT: It's worth disclaiming here that the aggressive camera pixel snapping will cause jitter with pretty much any camera follow script, not just Cinemachine, since the PixelSnap function is basically just fighting your camera script. I basically sat on complaining about it for months because I figured it would get better with some updates but I guess we have to be squeaky wheels. I get that the 2D team is woefully understaffed, but I just don't get why this isn't even remotely a priority considering how aggressively URP, pixel perfect, and Cinemachine are pushed in the marketing. This is obviously no kind of solution because it does not fix jitter for damping > 0, requires custom code changes in a package, requires breaking updates to the entire URP package, and is at best bandaid on top of a gaping wound. Cinemachine hates the clamping, apparently, and jitters around all over. ![]() Sadly, at the moment the only solution I've found was to literally copy the the entire URP package out of the package cache (which removes the ability to update it) and manually comment out line 194 of the PixelPerfectCamera script which snaps all renderers and the camera in the scene to the pixel grid. I have the same problem and it's known to the devs (check the linked thread in my post). It does not matter what value I write in any field, which update method I use, whatever, the result is always jittering.ĮDIT: I'm using the 2D Renderer of URP in Unity 2020.2. With Option B, it jitters all the time, although it seems the position of everything is correct in the world, but not at the moment of rendering. So this option may be the same as no pixel perfect component. I see a yellow banner appears in the inspector telling me this component is not compatible with Cinemachine, and I have to say it seems it is not doing anything, no pixel perfect effect and some rare white dot artifacts when executed in a build. With Option A, everything is perfect, the object is always at the center of the image, no jittering. Its velocity is constant, and the framerate is constant. In both cases, PPU: 4, Resolution: 1920x1080, all checkboxes ON.Option B: Pixel Perfect camera (experimental) that comes with the URP.Option A: Pixel Perfect camera from the 2D Pixel Perfect package v4.0.1.A game object with a Camera and a CinemachineBrain, which uses the virtual camera in 2, updating in FixedUpdate, and the component:.It uses a Transposer without damping, and follows object in 1. A game object with a CinemachineVirtualCamera.A game object with a Rigidbody2D (without Interpolation, otherwise jittering appears in both cases). ![]() Hi everybody, I have just made some tests consisting in ![]()
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