I'm playing with unity 2017 with 2d, so to improve perfomance of game I try to use mask with light(shader) to make interesting view. And got problem that doesn't found any solution in internet.
Shader I used 2DLightShader
Look at the picture:
Image
So, anybody can explain me please why so different in editor and actual in game?
I found in camera settings HDR mode on. Then checked GraphicsSettings and in it HDR mode was off. That's why in game such fade light. So enabled HDR mode and it works perfect!
Related
there!
I've just started using URP to use post-processing. I've decided to mess with bloom effect first. It seems to be working in Scene view, but when I enter Game mode bloom completely disappears.
Any ideas what causing this?
Are you sure you've enabled the Render Post-Processing tick on Camera Settings?
I enabled hdr in my URP settings and ticked the post processing check on the camera
This is my first time to make a Unity project. Everything works well on the Game view in Unity Editor. However, after I built the project and played it on Google Chrome, I found that the position of some gameobjects had been changed.
Here is a more detailed explanation. The left is what I saw on the game view, which was perfect. The right side is what I saw after built the project. The position of the grey picture had been changed.
Does anyone know how to fix this?
ps.I am using Unity 2020.3.18 with WebGL platform
Try exporting again but with the same resolution as the game view. In this case you would want to export in a 400x600 resolution (You can also edit the "index.html" file to change and experiment with the resolution). The problem has to do with the fact that changing the resolution of the game can affect where certain objects are and how much you can see.
I built a lowpoly 3D scene in Unity (use GVR SDK v1.110.0), and then watching on my Pixel phone, the models is full of sawtooth.
Originally I thought it was my model problem, when I create a new empty scene in unity, and then add a cube, then pack on phone to browse, also full of sawtooth (even if I open the 8x Anti-Aliasing!)
I feel the problem comes from the GVR SDK, can anyone answer my question?
p.s. I uploaded a Unity package (including a cube model), and you can use your daydream phone to view it. And I didn't write any code, just finished the basic GVR setup and enable Anti-aliasing, but the sawtooth problem still exists. You can get it in the links below. Thanks.
Test_Demo_Unity_Pakage
Sorry, I overlooked the visual sense of the picture, and you can see the sawtooth from cube edge in the image below.
Sawtooth-Cubes:
I was able to improve some of the jagged edges I was getting with 8x MSAA in Quality settings and setting use 24-bit depth in Player settings under Daydream/Cardboard.
So I'm working on a unity project, in which i use a light spot to light up the area which the hero can see (I can't post 3 links in one question so i'll just write it in the comments)
when i launch the game using the play button above( in the editor) everything works fine, outside of the light point, everything is dark, and the light point lights up what's inside of it. BUT, in the Web, Standalone and Android versions(Haven't tried others) they all have the same problem, there is no darkness and the objects in the light point( the light point is not visible) are fully lit up like in this picture (the same error happens in every one of the platforms, but I'm showing the web version)
this is how it happens in the editor(How it's supposed to happen)
Here's how it looks like in the editor
Thank you for your attention
I realised there was something wrong with the directional light I had. I just tweaked it a little bit and VIOLA! It's solved.
The problem was with the global directional light, not the point, because on the directional light I had the "Enable Shadows" unticked and it was rotated awkwardly, so I set the rotation to 90/90/90 and made the color black, set the intensity and ticked enable shadows and that solved it!
Because orthographic camera don't draw shadows for point and spot lights.
i'm new on vuforia and i need some help with this topic.
Can someone tells me if its possible use vuforia with a webcam on a pc application?
I got webcam frames on a plane texture and i tried to pass those textures to vuforia but i have not got it work.
I used WebCamTexture to get frames of webcam.
I'm not familiar with Vuforia (although it looks interesting, I'm going to try that out myself this weekend!), I might have a suggestion.
Is it possible Vuforia doesn't know what to do because of the images being WebCamTexture instead of something like Texture2d?
WebCamTexture is a Texture (Texture2D, WebCamTexture, RenderTexture all extend from Texture but they aren't exchangeable).
So, try to convert your texture and pass that on to Vuforia?
var tx2d = new Texture2D();
tx2d.SetPixels((go.renderer.material.mainTexture as WebCamTexture).GetPixels());
EDIT: What I found here, under the section Running in the editor:
There is a specific Web Cam Behaviour script.
To use Play Mode for Vuforia in Unity Pro, simply select the attached,
or built-in, webcam that you want to use from the Camera Device menu,
and then activate Play Mode using the Play button at the top of the
Editor UI.
You can also use the standard Unity Play Mode with non-Pro Unity
versions and by setting ‘Don’t use for Play Mode’ in the Web Cam
Behaviour component.
To use standard Play Mode, adjust the transform of the ARCamera object
to get your entire scene in view, and then run the application in the
Unity editor. There is no live camera image or tracking in standard
Play Mode, instead all Targets are assumed to be visible. This allows
you to test the non-AR components of your application, such as scripts
and animations, without having to deploy to the device each time.
Have you tried the $250 plugin at http://holographi.space/ ? I haven't paid $250 for it yet.