What causes this extreme difference in lightning quality? [closed] - c#

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Image of problem: https://answers.unity.com/questions/1620825/extreme-lightning-difference-in-same-scene.html
This is what happens in my game (see image)...
I don't know what is causing it. When the player (a bouncing ball) is in this area the linerenderer often doesn't work and some of the pins dissapear to then randomly appear again.
The lightning is set to baked and there are 2 directional lights in the scene. The second scene (which you see on the image) is activated (set active) later in the game. Could this problem be caused because the level isn't baked?
If you have other solution, please share them! :)
-Regards Quint van O.

When you reload or open a scene while editor is in play mode, Unity not bake the lightning. That's why you see darker light on opened scene.
It only occurs in the editor. It will not produced when you build your game.
To see how your game behave in editor you can bake the lightning for each scene. Go to Window -> Lighting -> Settings -> On the bottom untick Auto Generate and then click Generate Lightning

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so I am a beginner when it comes to Unity, and I'm trying to learn something new every week. This week, I am trying to learn how to make radial triggers with gizmos and all using vectors. Here are my goals for what I'm trying to accomplish:
Detect if a game object is inside or outside my trigger
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Make sure the code fully functions correctly
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If anyone could help me figure this out, I would very much appreciate it.
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Why does my unity buttons stopped working? [closed]

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I'm following an online course and then I noticed that the buttons just stopped working.
Here are some images The Scene View, Game Over Canvas Components, Game Over Text Components, Restart Button Components(The Broken Button), Leave Text Components(The Other Broken Button), The Script That Have Something to do with the canvas.
I've tried multiple solutions on the internet and nothing works and I think I didn't mess with anything else but the colors and the text in the button. I just want the buttons to work like it's a button.
your EventSystem Object maybe deleted or disabled, try to recreate it:
It will created automatically when you create UI/Canvas:

How to fix random lines that appear in my background [closed]

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When player move left to right, random blue lines appear.
As I can see this lines are coming because your terrain sprites are not properly aligned. there is Gap between two connected sprites which is not visible in Game scene but can be visible in while playing.

How to add watermark to an image in unity? [closed]

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I was following this solution Unity watermark on image after screenshot to add watermark to the image but it does not go forward from a line. I am using unity 2018.3.8f. If someone can help it is the matter of my job I am stuck in this for five days.
Color[] whatermarkPixels = whatermarkTexture.GetPixels();
Most probably you get the same error as the OP of the linked question, Something like
texture not readable, the texture memory cannot be accessed from scripts. You can make the texture readable in the texture import settings
Just as it says you have to mark that texture as readable. Otherwise GetPixels fails.
For the one you have as an image file (the watermark) you can do it via the Import Settings simply enable the Read/Write Enabled option and hit Apply

Why are my physics different in the editor and deployment at same framerate? [closed]

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So I'm making a 2D tile map test project, and it runs perfectly* in the editor, but once I get it to a windows .exe it runs like crap for no reason**. I didn't touch one character of code, and the deployment settings are default, so I have no idea whats going on. Can anyone give me any ideas?
*You can move about and jump on the level ground and slopes without getting stuck at all
**You get stuck on every tiles corner, and can't go up slopes at all.
Test case - https://dl.dropboxusercontent.com/u/28109593/unity/MapTest2D.zip
Actually it seems (and it is logic) that the Unity engine is faster as standalone than in the editor (of course when you don't have to run all the editor around, and i dont even speak about the profiler...) so knowing that :
Physics will be able to happen more often and it will make more precise calculations, so small details which are not spotted in Editor will be in the build version like small tile differences, and also forces may be applied more accurately and/or more often which could prevent slopes limits to work proerly...
That's not all though you should take a look at your project properties, in player and check if you are running the Editor in Standalone mode and if your selected quality setting is the same.

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