Unity Text turning black after UR - unity3d

I recently updated my 2D project to use URP. I setuped the global light, canvas is set to world space. Everything is fine but when I assign sprite-lit-default material to the text, it turns BLACK. It works on everything except the text(well it sort of works, but turns it black). Does anyone know what the is issue ? Version is 2019.4.25f1. Thank you
I tried using TextTMPro and the issue is the same....

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Unity Transparency Sort Axis doesn't work

First, My goal is render sprite objects as below.
So, I set Edit>Project Settings>Graphics>Transparency Sort Mode as "Custom Axis" and Transparency Sort Axis as (0,1,0).
But it only works in the Scene View. When I run play mode, the Transparency Sort Axis I set automatically return to the default value - I mean, Custom Axis + (0.49,-1,0.49). Then the objects' states in the play mode are as below.
I've been suffering from this problem over than a week... because as far as I remember, when I was much more unskilled Unity beginer and tried some tutorials, the setting I set in this way worked in the play mode without any issues.
I think maybe the reason is in the asset I imported because when I made a new project without any asset and tried exactly same procedures, it worked.(transparency sort axis didn't changed automatically during play mode). But I'm still not sure about this problem's reason yet and don't know how to fix it.
Could you please help me solve this problem?

Xcode 13.2 Image Slicing not working as expected when using mutliple apperances

I'm having difficulties with the image slicing functionality when using multiple appearances for my image.
What I'm trying to achieve:
I made two PDF's for an outlined button, one for light and one for a dark appearance.
When I create a new image set with appearances set to "None" and I slice the image everything works as expected and the button can be resized without problems:
But in my app I want to support dark mode, so I want to have two versions of my outline:
But by adding the second appearance, the slicing now no longer works correctly, and the button now looks like this (but only when dark mode is on, light mode still looks the same):
Is there anyone who had the same issue and found a workaround for this problem?

Unity changed my image asset. How do I fix this?

I imported a PNG of all of the textures I want to use in a mobile game and when I went into the sprite editor, I noticed that the edges of the sprites were "fading" into the transparent background - and the transparency changes throughout this "fade". Autodesk Sketchbook does something similar when I open the image in it, but GIMP, MS Paint, and Windows Photos don't. I was going to put pictures of what I'm talking about here, but Stack Overflow says I'm not allowed to yet. How can I fix the problem? Is there a setting in Unity that I can change so it doesn't add the "fade" or do I have to change the file format and import it again?
EDIT: I have created an Imgur album with pictures of my problem. Basically, Unity is blending the colors of the sprites and it's blending the alpha too. Also, I made the textures bigger at one point and that improved the problem, but didn't fix it completely. Here are the pictures: https://imgur.com/a/6HGm3fy
EDIT #2: First off, someone commented trying to explain what I was seeing in my imgur pictures and I asked how to fix the problem he was describing without realizing that you can't properly reply to comments, so I'm asking again, how can I fix it? Second, I just tried messing with anti-aliasing in the quality settings of my project and got this error: "Setting anti-aliasing of already created render texture is not supported!" I didn't think I had any render textures - just regular textures - but when I double-clicked the error, an unnamed render texture with an illegal size (55x110 pixels) showed up in my inspector. Changing its settings doesn't seem to do anything, but in the inspector, it still looks like it was changed. What am I seeing?

Why does my image always appear behind another image in Unity?

I just started Unity (following a course from Udemy). I've run into this issue where any object/image I add is always added behind my background...
I'm not sure how to fix it so the spaceship (seen extending past the background) is in-front of the background...
I've tried playing with the layers, but that didn't work...
It was because my Galaxy had a z index... So the camera was placed in between the the player and galaxy. Setting the z to 0 fixed it.
z value of position and hierarchy position both can be the issue.
Also you can give it sortingLayer :)

Black 3D Models - Unity3D

I just recently started using Unity3D, and have imported this object from Sketchfab. When I imported it, it provided all the necessary textures and meshes, but it's all black as shown in the images below. It's the same case for any other object I try to add from the asset store. I've tried to fiddle with the light source, but that doesn't seem to work. Thank you in advance.
Edit: This is what my mesh properties looks like. I have selected "pearl_body" and it's still all black.
You need to expand your model in the Hierarchy(left panel) view untill you will see Mesh Renderer component in the Inspector(right panel). Then you will be able to set the material. Probably you will need replace lambert45G in the material view with BaseTexture.
That should fix the problem.
You can read more about materials here, and about mesh renderers.
I had the same problem and found a solution. Not sure if it will work in your particular case, but here it goes:
I had a model that worked fine in unity until I rigged it, then it looked black. What caused this was that I applied a Smooth modifier after the Skin modifier. I solved it by:
Saving the Skin modifier info by clicking on "Save" at the Advanced tab.
Reset Xform / convert to editable poly / smooth modifier (needed in my case as I forgot to use it when the model was finished, before rigging)
Convert to edit poly again.
Apply skin and load the previously saved skin file.
That's all. Cheers!