Hello! Really having fun working with your assets!
I'm having trouble integrating UCC with Cinemachine.
Brand new project; installed Cinemachine 2.5. Then I installed UCC; and added "com.unity.cinemachine" to the Assembly Definition Reference before importing the Integration package found on the Integration->Cinemachine section in the documentation.
As soon as I finish, two messages on the console appear; and I still can't see "Cinemachine" under the viewTypes in the camera controller.
I've attached screens for reference:
Here is the console messages:
Assembly Definitions:
Viewtypes Available:
Here is the gameObject that's being referenced in the code:
public override void Awake()
{
base.Awake();
m_Brain = m_CameraController.GetComponent<CinemachineBrain>();
if (m_Brain == null) {
Debug.LogError("Error: A Cinemachine camera must first be setup in order to be used by the Cinemachine ViewType.");
return;
}
m_Camera = m_CameraController.gameObject.GetCachedComponent<UnityEngine.Camera>();
m_AimAssist = m_GameObject.GetCachedComponent<AimAssist>();
m_WorldUpOverride = new GameObject("CM WorldUp").transform;
m_Brain.m_WorldUpOverride = m_WorldUpOverride;
I might just give up and not use Cinemachine with UCC; but I think that'd be a waste.
Thanks in advance!
I'm having trouble integrating UCC with Cinemachine.
Brand new project; installed Cinemachine 2.5. Then I installed UCC; and added "com.unity.cinemachine" to the Assembly Definition Reference before importing the Integration package found on the Integration->Cinemachine section in the documentation.
As soon as I finish, two messages on the console appear; and I still can't see "Cinemachine" under the viewTypes in the camera controller.
I've attached screens for reference:
Here is the console messages:
Assembly Definitions:
Viewtypes Available:
Here is the gameObject that's being referenced in the code:
public override void Awake()
{
base.Awake();
m_Brain = m_CameraController.GetComponent<CinemachineBrain>();
if (m_Brain == null) {
Debug.LogError("Error: A Cinemachine camera must first be setup in order to be used by the Cinemachine ViewType.");
return;
}
m_Camera = m_CameraController.gameObject.GetCachedComponent<UnityEngine.Camera>();
m_AimAssist = m_GameObject.GetCachedComponent<AimAssist>();
m_WorldUpOverride = new GameObject("CM WorldUp").transform;
m_Brain.m_WorldUpOverride = m_WorldUpOverride;
I might just give up and not use Cinemachine with UCC; but I think that'd be a waste.
Thanks in advance!