[1348] udonsharp camera.Render() is missing player head
tracked
Auzlex
Using a world camera to render the localplayer and mirror reflection layers, while using an udonsharp script to invoke camera.Render() causes the head to go missing on the open-beta, on live this is fine. However using an animator component to render the camera keeps player head. I have assembled a demo world that reproduces this bug: https://vrchat.com/home/world/wrld_05586ad0-38a5-48ff-9624-c98f3dfcb14c
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Fairplex
I guess this no longer needs to be tracked as it's fixed in a previous update
Fairplex
Yep, disabling the face mirror will trigger this bug. If you join with the face mirror disabled it's fine, but if you enable/disable the face mirror then your head is gone in the render texture
Phasedragon
Merged in a post:
ingame cameras removes your head
Fairplex
Not sure why this is happening, the camera layers are set properly but it will randomly removes your head ingame. As you can see, I never use the playerLocal layer
I dont know how to exactly reproduce the issue, but last time I succeed to break it was just after spamming the face mirror On and Off
Constapatience
Might be related but In addition the first time you take a picture with camera.Render() it seems to take a picture with your materials in the default state.
There are two example pictures below. In both examples I use Silent's Crosstone shader (SCSS).
The first one my jacket is toggled off via material/shader using the inventory system.
The second picture, I have emissions that I toggle on. This one is kind of hard to see but if you look at my shoulder you can see the emission on Camera B but not on Camera A.
As you can see in both pictures the camera.Render() has my materials in their default state. Any pictures taken after is fine, it's only the first picture taken where it is messed up.
StormRel
tracked
DrBlackRat
huh, seems like it's using the normal Avatar instead of the Mirror clone