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Link to the cinemachine TSG
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articles/remote-rendering/overview/features/late-stage-reprojection.md

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@@ -169,7 +169,7 @@ public static void InitRemoteManager(Camera camera)
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If `PoseMode.Remote` is specified, the graphics binding will be initialized with offscreen proxy textures and all rendering will be redirected from the Unity scene's main camera to a proxy camera. This code path is only recommended for usage if runtime pose mode changes to `PoseMode.Remote` are required. If no pose mode is specified, the ARR Unity runtime will select an appropriate default depending on the current platform.
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> [!WARNING]
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> The proxy camera redirection might be incompatible with other Unity extensions, which expect scene rendering to take place with the main camera. The proxy camera can be retrieved via the `RemoteManagerUnity.ProxyCamera` property if it needs to be queried or registered elsewhere.
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> The proxy camera redirection might be incompatible with other Unity extensions, which expect scene rendering to take place with the main camera. The proxy camera can be retrieved via the `RemoteManagerUnity.ProxyCamera` property if it needs to be queried or registered elsewhere. Specifically for the `Cinemachine` plugin, refer to this troubleshooting entry: [The Unity `Cinemachine` plugin doesn't work in Remote pose mode](../../resources/troubleshoot.md#the-unity-cinemachine-plugin-doesnt-work-in-remote-pose-mode).
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If `PoseMode.Local` or `PoseMode.Passthrough` is used instead, the graphics binding won't be initialized with offscreen proxy textures and a fast path using the Unity scene's main camera to render will be used. If the respective use case requires remote pose mode at runtime, `PoseMode.Remote` should be specified on `RemoteManagerUnity` initialization. Directly rendering with Unity's main camera is more efficient and can prevent issues with other Unity extensions. Therefore, it's recommended to use the non-proxy rendering path.
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