Has anyone had any experience successfully using a secondary camera with AmplifyTextureCamera assigned to generate character portraits at run-time?
Since our camera is disabled by default and only active in the hierarchy when generating the portrait texture, we are getting low resolution images because it takes some time for Amplify to "warm up". I have been working with coroutines to allow time for the camera to get settled before doing the render to texture, but only with mixed results so far.
Anyone have any experiences they can share or thoughts?
Secondary Camera for Portraits?
- Amplify_Borba
- Posts: 1239
- Joined: Mon Jul 24, 2017 9:50 am
Re: Secondary Camera for Portraits?
Hello, thank you for getting in touch!
This might be a very specific case, I'm not sure if other users have dealt with similar requirements. In any case, as we mentioned via email, post core development we'll definitely look into providing better ways to manage this type of situations.
This might be a very specific case, I'm not sure if other users have dealt with similar requirements. In any case, as we mentioned via email, post core development we'll definitely look into providing better ways to manage this type of situations.
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