After narrowing down the issue to UCC's Player Input's Smoothed Look Vector Mode returning non-zero values when switching back to it from Manual, I got a better understanding of the Smooth Look Buffer and found a simple way to clear it, which solves…
Hello, here's one more video showing the horizontal look vector from Player Input not being zero when the cutscene ends :
https://youtu.be/G0weS8Hazws?si=O1-TrHu8ZU6sdWkL
I cannot pretend to understand all of the subtleties of UCC's and AC's input…
Hi, I'm not so sure of that, allow me to share this new video :
https://youtu.be/lQkmgrzDU1A?si=PMf3TIcOi_I5bRdj
And a link to the Opsive forum thread :
https://opsive.com/forum/index.php?threads/ac-ucc-character-rotation-issue-on-cutscene-start.…
Sorry, but I'm gonna have to ask you to delve back into it again ! The character still gets rotated if he's moving when the cutscene begins, and when setting Control Camera During Cutscenes to false, the vertical rotation value of the camera seems t…
Hey, I had to redownload the integration from Edge instead of Firefox which I'm usually using, I believe this isn't the first time I'm having this issue :0
Anyway, I gave it another try after getting the updated package, and while the issue doesn't…
I'm using UCC 3.1.2r1, AC 1.81.6, and Unity 2022.3.41f1. I searched that line with ctrl+f in Visual Studio but did not find it. I made sure to wait a few hours before redownloading the package from the AC website, so may I ask if you're sure that yo…
Hi, thank you for looking into this, but I downloaded the package from the AC website again and the issue is still there, here's a quick video : https://youtu.be/vJelJwBhJkw?si=_vRYqoNHxligxxBn
Hope you can take another look, thanks. And let me kno…
Ah I see, indeed I don't have a player prefab assigned, it's already dragged into the scene for all my levels.
Alright, that makes sense, I just won't use that Is Player bool in the future. Thank you !
Hi, thank you so much for this answer ! I just have to disagree with how the ActionSpeechID sets the runtimeSpeaker to null and instead either gets the player or uses GetCharacterWithName - this only works if we've got one specific character with a …
This line of code you suggested works PERFECTLY ! Now the Game Camera's side scrolling can be smooth as butter at 300fps !
Here is a new video showing all this, it also shows that changing the Rigidbody's interpolation mode didn't work and that set…
Hello, thank you very much for trying, but I'm sorry to report that commenting the camera update in State Handler and using this view type does remove the jitter. However, in comparison when using the AC Main Camera's Camera component in this situat…
Sorry to hear about your health issues, wish you a good recovery whatever they are ! Don't worry, I can wait if you're unable to work on this at the moment.
I tried the different update modes for the Cinemachine Brain as you suggested, while using …
Hello, here are two more videos I made about similar issues with Cinemachine :
https://youtube.com/watch?v=YD03nIBcdGQ
https://youtube.com/watch?v=GUAW_IGTOPY
The Free Look camera works okay with UCC, but it looks like the other options weren't e…
I tried putting the camera.Update in Late Update and Fixed Update, but that changed nothing. I made a new post on the Opsive thread about this as you suggested : opsive.com/forum/index.php?threads/jitter-when-using-an-ac-game-camera-to-follow-a-ucc-…
Hello, sorry for not answering sooner, here is a new video that should help clarify things :
https://www.youtube.com/watch?v=YOPuiRCykT0&ab_channel=CheotheDarkPioupiou
Here are two things I forgot to say in the video :
-I tried adding Main Ca…
Yes, Use Root Motion Position is overriden to false on the Jump ability.
In the case that I describe the side scrolling camera movement is entirely due to the Game Camera, which is dragged in the Default Camera.
I fail to see why we would want to …