Burst compiler fixes, Cinemachine target binder & camera null-ref fix #36
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lavarius/ProjectOverlay!36
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Summary
A collection of runtime bug fixes discovered during the Burst optimization work.
Fixes
FaceTracker.cs— CS0104 ambiguous[ReadOnly]Qualified
[ReadOnly]onBlendshapeSmoothingJobfields as[Unity.Collections.ReadOnly]to resolve ambiguity withSirenix.OdinInspector.ReadOnlyAttribute.MovementManager.cs— Burst BC1064/BC1067 struct-by-value errorsAdded
inmodifier tofloat2/float3/quaternionparameters in all three[BurstCompile]static methods (ComputeCameraRelativeDirection,ComputeSpeed,ComputeRotation). Burst's ABI does not allow vector/quaternion structs passed by value to external functions.MovementManager.cs—UnassignedReferenceException: playerCameraCamera.mainisnullinStart()when the camera prefab is spawned at runtime byCameraManager. Replaced the eager assignment with aWaitForCamera()coroutine that yields untilCamera.mainresolves, then assigns it once.Update()keeps a single cheap early-out guard for the brief startup window.New Feature
CinemachineTargetBinder.cs— closes #35Adds a
MonoBehaviourthat re-assignsCinemachineCamera.Follow/LookAtat runtime after the player is spawned, fixing cameras that had stale or missing scene references.CharacterStore.Instanceis already set (scene transition), binding happens immediately inStart().InputSystemSpawner.OnPlayerInputReadyand binds when the event fires.bindFollowandbindLookAt.Usage: Add
CinemachineTargetBinderto any virtual camera that needs to track the player and tick the desired bind options.