Continuing from last week, I went back on my opening cutscene for the project. With Cinemachine, I found out that the game was still very buggy (camera not pointing the right way, controls messed up, and being unable to shoot/change weapons). While struggling through, I found out that the culprit of the mess-up was the Cinemachine Brain. I decided to start the process over, though, as well as adding a new cinemachine virtual camera that said "VirtualCameraIdle" (which technically points straight like the first-person camera), as, originally, I found out that the Cinemachine brain's Live Camera was automatically the camera pointing right (that being VirtualCameraRight). Nevertheless, I restarted my progress to end the bug and get the cutscene working properly. Since the first-person controller can easily jump over a trigger volume, I changed the trigger volume from a flat square into a wall (so the cutscene will happen no matter what). I turned on the mesh render as well so no one would see the trigger. The timeline I had created, using an empty GameObject called "Director", has the three virtual cameras on the cinematic track. It is controlled by the Cinemachine brain, which will have the cameras point straight, then right, then left, and then straight again before the gameplay continues. Under the cinematic track is an activation track for the cinemachine cameras, followed by a Control Track for the first-person controller, allowing gameplay to continue after the cutscene is over. While everything seems to be working, the cameras don't point at the right direction (instead pointing all over the place and not facing the same way). Another problem I'm having is getting the first-person camera on the cinemachine track, as leaving it on the control track just gives a choppy ending to the cutscene. Also, when I go back to the forest level (every time), whether by turning back on the project after turning it off or coming back to the forest after checking out another scene, The Cinemachine Brain malfunctions with the aforementioned problems when Cinemachine caused the game to go buggy, forcing me to delete and replace the Cinemachine Brain Camera. What I mean by that is, when I put the forest scene on Play mode, the player's controls are wonky, the player cannot shoot weapons, and when the cutscene is activated, the cameras move in weird places, and then after the cutscene the game works properly. When removing and replacing the Cinemachine Brain, the game works properly the whole way through, and the Cinemachine virtual cameras function properly (although I have a hard time getting them in the right position), and the game works properly from there. Another problem I have at the moment is the fact that the player can still move while the cutscene is being activated.
This video shows what happens with Cinemachine when I either turn off the project or leave the Forest scene and head into another scene
This video shows what happens once I remove the old Cinemachine Brain and insert a new Cinemachine Brain following the dilemma demonstrated by the other video.
While waiting on my cutscene for the time being, I decided to help some of my team members by placing torches throughout the Mini Boss level. The torch used is a prefab asset with an already created flame (a particle effect). There were initially just seven torches, so I spread more across the level's walls (Dirt Wall). I spread out the torches according to what was done, making sure to get an even amount, and placing them evenly. These torches were rotated at either 0, 90, 180, or 270 degrees depending on the wall they were placed on.
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