
Seems to be an entire scene issue as the default Unity background (skybox) changes also. I darkened the buttons when hovering over them with a cursor to highlight the flickering. I used Bandicam to record this video and I could not believe all the flickering that happens when it is slowed down frame by frame. I came up with the idea to record it to see if I could get a more detailed view. I'm also turning off the UI after pressing the button, the flicker still happens I have no idea if this is UI related or an entire scene issue. I have no idea when this started, but it looks bad on my other project, not as bad as this one. I thought it might be from the TextMeshPro buttons I was using, so I removed them, these buttons are just regular buttons, but it still does it. I first noticed it on another project I am working on, so I thought I would create a basic project like this to see if I could duplicate the issue and I did. Have been working on this for over a week now, spent hours trying to pinpoint the problem. Searching online and forums have yielded no results yet. If I change scenes with SceneManager.LoadScene it still has the same effect. I am using a coroutine with SceneManager.LoadSceneAsync to change scenes.
GAME WHERE SCENE CHANGES BLINKK UPDATE
None of my scripts in this project contain an Awake, Start or Update function.

When I press a button to change scenes it bounces from the previous scene to the next scene several times, then goes to the next scene. Working with the latest version of Unity 2019.4.9f1, I am getting a flicker from the entire scene. I also completely uninstalled Unity and Unity Hub and reinstalled them and the problem still exists. I recorded a video of the editor and it effects the editor also. The rest of the video is me dragging the timeline so I can slow down the video frame by frame, this is where you can see all the flickering going on, this a is a game build x86_64.
GAME WHERE SCENE CHANGES BLINKK FREE
Normally I would do further work on something like this, so feel free to edit those tangents however you want.The first part of the video is shot in real time. Your blink should look something similar to this now.

The average blink is going to be pretty fast, so make sure you keep the bookmarks relatively close together unless you purposely want a slower blink. Now adjust the timing of the blink by moving the bookmarks left or right (not all the bookmarks at the same time, but each bookmark individually). Make sure to preview your animation and make any adjustments if necessary. I've seen plenty of SFM animations where the eyelids just sort of meet at the middle, and it doesn't look too natural unless the subject is squinting. A good rule of thumb is to make sure that none of the white from the eyes is visible in the key pose and that your "multi_CloseLid" value is enough to look natural.Īlso please note that most blinking is done by the upper eyelids, not the lower. It's important to note though that not every model is the same, so make sure to experiment a lot with the sliders till you get something that looks good. Place the playhead over the second bookmark and use the sliders to make it look like the model's eyes are closed.
