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Comments (19)

ciro-unity avatar ciro-unity commented on May 5, 2024 2

(I edited the opening comment for readability, no need to keep the issue template and all its headers in the issue)

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quayhoian avatar quayhoian commented on May 5, 2024 2

TNJ4QJyGLLu15Mi33TuSiNP6a1oCzoMrMp

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MikailY avatar MikailY commented on May 5, 2024 1

Can't we use cinemachine collider extension to prevent this behaviour?
Hmm, yes, we could. We might use it to keep the camera outside of geometry? Do you want to give it a go?

But I personally I wouldn't use it to avoid obstruction, so I would fix issue #24 with Cinemachine, but rather with a shader (I'll add a task for this soon!).

I am excited to see how its done with shaders. Thank you for the quick answer btw.

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Hemanth759 avatar Hemanth759 commented on May 5, 2024

This is same as #32

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ciro-unity avatar ciro-unity commented on May 5, 2024

This is same as #32

Hmm. In some ways, it's true.

However, as you can see from @MPjeremy's screenshot attached, the player here is visible and the issue is that the camera is clipping through the ground probably because of its near plane property being too close.

In this sense, I should have left open #32 and close this one as a duplicate :)
But the thing is: if we fix #24 that will fix #32, because if the camera can't lose the character from sight, then it can't go "underground". Here (#50) the issue is different: the camera can be above ground and still clip.

So I'll keep this open to track the two slightly different behaviours, and we'll fix both.

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Barigamb738 avatar Barigamb738 commented on May 5, 2024

I want to do this is anyone already doing it?

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SundarakrishnanN avatar SundarakrishnanN commented on May 5, 2024

I have fixed #24 in a clone of the project, but how do I implement the changes to the official project?

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Barigamb738 avatar Barigamb738 commented on May 5, 2024

I have fixed #24 in a clone of the project, but how do I implement the changes to the official project?

https://youtu.be/lYAHmthUO1M
This video explanes it really well.

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SundarakrishnanN avatar SundarakrishnanN commented on May 5, 2024

I have fixed #24 in a clone of the project, but how do I implement the changes to the official project?

https://youtu.be/lYAHmthUO1M
This video explanes it really well.

Hey @Barigamb738 , I followed it but since I am not assigned to do create pull request or something, when I tried to publish the changes it said that I am not allowed to but I can create a fork of it instead..Please help me..I am very new to GitHub.
Thank you,

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Barigamb738 avatar Barigamb738 commented on May 5, 2024

I don't really understand your problem sorry

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SundarakrishnanN avatar SundarakrishnanN commented on May 5, 2024

I don't really understand your problem sorry

Itsok! It got resolved !Thanks for your concern!

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MikailY avatar MikailY commented on May 5, 2024

Can't we use cinemachine collider extension to prevent this behaviour?

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ciro-unity avatar ciro-unity commented on May 5, 2024

Can't we use cinemachine collider extension to prevent this behaviour?
Hmm, yes, we could. We might use it to keep the camera outside of geometry? Do you want to give it a go?

But I personally I wouldn't use it to avoid obstruction, so I would fix issue #24 with Cinemachine, but rather with a shader (I'll add a task for this soon!).

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ciro-unity avatar ciro-unity commented on May 5, 2024

I am excited to see how its done with shaders.

You don't want to try and implement it yourself? If you watch this tutorial, it's basically the same thing. You can avoid making the dither shader even, just create a flat colour unlit one. We can tweak it later.

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MikailY avatar MikailY commented on May 5, 2024

I watched the tutorial and I wanna try it if it is okay. I already forked the project. Should I create a new branch and start working on it or go to the forums and discuss about it?

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ciro-unity avatar ciro-unity commented on May 5, 2024

I watched the tutorial and I wanna try it if it is okay. I already forked the project. Should I create a new branch and start working on it or go to the forums and discuss about it?

It would be nice if you open a new thread for maybe all camera-related things? And link the issue here. So other people can be aware and follow the process.

I also have some thoughts about this... :D

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ciro-unity avatar ciro-unity commented on May 5, 2024

Anyone interested in fixing this? I think we can use the Cinemachine Collider now, but we don't need to care about occlusion because we have the silhouette pass for the character.

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SundarakrishnanN avatar SundarakrishnanN commented on May 5, 2024

Anyone interested in fixing this? I think we can use the Cinemachine Collider now, but we don't need to care about occlusion because we have the silhouette pass for the character.

Hey, long ago I had fixed the camera occlusion by the cinemachine collider, So I guess that solved this issue also,Is that ok? If required I shall redo that in the updated project version...Please do let me know...

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ciro-unity avatar ciro-unity commented on May 5, 2024

Hey, long ago I had fixed the camera occlusion by the cinemachine collider, So I guess that solved this issue also,Is that ok? If required I shall redo that in the updated project version...Please do let me know...

The PR you made was a long time ago and many things changed since then, sorry for that! The scene doesn't even exist anymore.

In the end I solved the issue myself by using the collider too, but not by forcing the character into the view at all times, but rather only when the camera enters the ground. Which also kind of solves the issue with the clipping.
You can see the solution on the main branch, and in this tweet:
https://twitter.com/CiroContns/status/1338600503714992132

As such, I'll close this issue!

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