Closed podgypig120 closed 3 years ago
I can't recreate.
I added a teleporter and the SnapRotate axis move to a scene, disabled the SnapRotate gameobject
started the scene then turned off the teleporter and then turned on the SnapRotate gameobject
I saw no fade.
Strange! It happens consistently for me, its 100% the OnEnable create new material. Anyway, you can ignore it and I can just extend the base scripts and overwrite if I need to I suppose
you need to provide clear steps to reproduce it
Environment
VRTK Tilia Repo
Version of VRTK (Unity Asset Store/GitHub release number) (GitHub master commit hash). VR - Tilia
Version of the Unity software (e.g. Unity 2018.3.10f1).
2020.1b
Oculus Rift S
Oculus Utilities/Integration
Steps to reproduce
When in Runtime, switching on any of the new movement prefabs in Tilia which call their own CameraColorOverlay causes the cameraColorOverlay to generate a new material which takes over the camera, making it black. This is an issue as I have a menu for the player to switch between Snap or Smooth rotate and Teleport or Vertical-smooth move.
The Teleporter and SnapRoate have their own CameraColourOverlay "Blink" children which causes this issue whenever they are enabled in the scene.
Expected behavior
When enabling SnapRotate or Teleporters Prefab or Vertical Blink (or any Tilia package with a Blink child), there is no affect on the camera view.
Current behavior
Tilia prefab for each movement is enabled, the camera goes fully black as the OnEnable generates a new material which overtakes the camera image. In default, this makes the camera go fully black with a new black material. A bool in the CameraColorOverlay inspector saying "generate new material on enable?" or similar would probably fix this problem.