When I create unity project, it does not show 3D objects:
An Quad is only visible from one side. this is also for a plane. You can solve this by rotating your camera 180 degree and look at the other side of the object. Or just place another 3D Object with multiple faces on the outside
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I'm looking to create a 3d model of a rubiks cube and im not worrying about animations, all I want is a cube that can be rotated around. I've already implemented a sorting algorithm so once I have a 3d cube my project will be complete however I've never really gone into to 3d graphics or graphics at all with c# and was wondering the best way to do this.
I am currently writing a 2D game in unity and whenever I build the actual game, the sprites all disappear, the player is the only thing that remains.
However, the sprites are still there, just invisible. It's not an issue of order of layer and am having trouble fixing it.
I am using SpriteShapeController.
SpriteShapeController auto shows as it having a sprite so it made me think I had a sprite already
I just made Custom Square Sprites and added them in.
Hi, as you can see from the above image, my player sinks into my platform. This is because
the platform isn't a flat surface. How do I stop the player from sinking into my platform?
So far I have tried to use layers, but I don't think this works for 3D objects. This is my first time creating a 3D game.
UPDATE: I've added colliders to both objects, but it still sinks.
Probably collider shape/placement. Possible reasons:
one or more colliders are not the shape you think they are. (click edit collider on its component to visualize
one or more colliders is set to isTrigger.
Concave generated mesh colliders can have unexpected results.
I would like to create a shared AR game on Android phones, where I would like to:
spawn a cube for each player on an ImageTarget
allow them to control the position of their cube
allow them to see the movements of all players' cubes
I'm using Vuforia as my AR library and PUN 2 as my networking library. I have no issue synchronizing the positions and rotations of all cubes. However, the cubes do not stay on the ImageTarget properly and "jump" around. On the other hand, if I place my two phones very close together and point them at the ImageTarget at roughly the same angle, the cubes do not jump as much.
This leads me to think that the 2 instances of ARCamera fail to realize that they are pointing at the same ImageTarget from 2 different angles, and instead think that the ImageTarget exists in 2 different orientations at the same time.
Is there any way for me to tell Vuforia that I'm using multiple instances of ARCamera pointing at the same ImageTarget? (Or if my hypothesis is completely wrong, how do I actually make a multiplayer AR game?)
Thanks so much in advance!
p.s. I know the Vuforia forums are a better place to ask this question but unfortunately that forum is not particularly active, so I'm trying my luck here.
I've solved the issue by going to the ARCamera gameobject, then in the Vuforia Behavior component, I changed the World Center Mode from DEVICE to FIRST_TARGET. This allows multiple instances of ARCameras to be in different positions.
More info on World Center Mode can be found here.
I am trying to create a 2d platformer game in Unity 5 following these tutorials: https://www.3dbuzz.com/training/view/creating-2d-games-in-unity-45
I am however running into a problem where when I hit the play button in Unity my character simply does not appear inside the game. I made sure he is on the right layer and has all of the required scrips associated to him and still no dice...
Here is a copy of my source code: https://mega.co.nz/#!4YFAVLxA!8UZieNrqI3F1--4HsaLPPfw_ICbCkG7uGZVuWAfmSyY
In the end the issue was that my main camera was not far enough on the Z axis and unity was rendering my player behind the camera!
I fixed it by setting the camera's Z coordinate to -100 instead on -10.