- Unreal Engine
spaunn wrote:I've used amplify motion before without a problem, but I've added it to a new project and for some reason this time it's not working as intended. The objects I try to applied motion blur to didn't seem to look right, and after switching to debug mode I noticed that the objects seemed to be flashing rather than staying uniform. Any ideas what could be wrong? I'm using all default values on an almost brand new project.
In the statistics popup in the game view, the' batches', 'verts', and 'setPass calls' values all seem to be flashing as well if that helps?
Thanks in advance!
spaunn wrote:So I've been able to reliably reproduce this problem by creating a new project, adding a sphere to the scene with a simple script that spins it [transform.EulerAngles += new Vector3 (0,2500*Time.Deltatime,0); in FixedUpdate()] as well as the Amplift Motion Obj script, then activating debug mode on the camera, you can see the 'flashing'.
I am running the Amplify trial in Unity Pro 5.3.4p5 on a AMD FX8350 CPU, r9 380 GPU, windows 10 Home, and as for any settings within Unity, everything is left as default since it's a blank project targeting Windows Standalone.
Amplify Motion did not have this problem back when I was running an AMD 7700 GPU, don't know if that might have made a difference?
Also, clicking and dragging the 'Depth Threshold' value up and down very quickly slightly suppresses the issue, as soon as I stop though, the flashing continues
spaunn wrote:Tried adding the rigidbody as you said but no luck sadly I messed around a bit with the rigidbody settings and even then I still had the issue. Not really what else I can say about my setup :/ anything in particular that might help? Everything is about as default as you can get in terms of settings, and the spinning sphere is a pretty accurate representation of how Amplify will be used in my project. I just don't understand what's wrong this time considering it's worked in the past :'(
spaunn wrote:Oh my god thank you! xD yeah, guess it just doesn't work well with FixedUpdate, which is a shame, but i think with a couple workarounds and I should be good to go!
Thank you so much!! Can't believe it though, must've been the only thing I hadn't tried haha!
Appreciate the help!
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