Have anyone tried urp+2d pixel perfect camera+cinemachine? It's just, it seems that I found a bug, specifically, that if you try to use such a combination, you get cameras fighting each other even though the component, pixel perfect cinemachine one, should prevent that. But it does not. Here's a unity forum thread with additional info and a sample project: https://forum.unity.com/threads/urp-jitter-bug-with-pixel-perfect-camera-and-cinemachine-in-editor-in-unity-2023-1.1334786/
#Finding a workaround to URP Pixel Perfect Camera Cinemachine Bug
1 messages · Page 1 of 1 (latest)
Jitter with CM is common. This usually happens (in my experience) when the CM Brain update method doesn't match the Update method being used for the movement.
Try the various different options available.
I don't think it is related to movement because the bug is also with no movement in editor mode.
Have to tried what I suggested?
yes, of course! 🙂 But sadly, no changes.
ah well, I can't help any further. Never used pixel perfect camera
It would be very useful to people if you posted a video of the issue - more likely to get help that way
There is a solution though, bad one, but still. And for that I need to ask, how important is cinemachine? Is it really hard to recreate it's features, specifically, smooth following player, looking at another target for some time, minimap? I don't think I need a lot of cameras or something extremely complex, for now I can only imagine needing the above 3 features.
oh, and most importantly, I need to be able to change camera's size! if it's impossible to tweak it without cinemachine because it is blocked by pixel perfect camera, it is all useless
I presume you get the same results in game view and made sure its not caused by the simulator @bleak marlin 🤔
Also what are you even showing us?
I can see that the camere size changes in the viewport if you hover over/collapse the pixel perfect component but does that also happen during play? What about in a build?
yes. also, this is a thing in playmode too, but a bit different, maybe even worse - it seems it shows the smaller camera size but when you click on objects you don't target them with raycast I implemented which means that the game is instead in bigger camera size. Build - I don't know actually, but it is enough for me to get rid of cinemachine if it's impossible to fix this. I would actually do that, I don't need cinemachine that much as I said earlier, I need 3-4 things which I think I can recreate and the most important is fixing the camera size like cinemachine's lens does
it also jitters if I just click on main camera and on follow camera
What additional info can I provide?
I never encountered this issue with pixel-perfect/CM.
All I can say is that there is something wrong with your setup or the newer versions do indeed have a bug inside them.
There is nothing wrong with my setup I think, because I reproduced this bug with 3 objects and 5 minutes on fresh core 2D URP setup. You just combine URP, pixel perfect camera and cinemachine, that's it.
May I ask though, maybe you know how to do the same cinemachine's orthographic lens does but with custom script? Changing the camera's size I mean.
Never personally delved into that so I don't know. 🤔 Sorry. Gl