Developing a simple zombie game with day-night cycle. So, for the player to handle the night, i am making a flashlight. Modeled it, and i need a real Unity light to make it a flashlight (but it's anyways flashlight, but broken..?). The light works neither in Scene or Game window. Here i'll show you some screenshots (and a test video):
I tried clearing cache, as i found on Internet, but it only worked until i switched tabs.
EDIT for #BugFinder [30.01.2023]
Light component for the flashlight:
Switching between Point and Spot light isn't doing anything.
Your light mode is currently set to Baked. This instructs Unity to prerender a static light when you press bake lighting in the lighting menu. Obviously you don't want something static for your flashlight, so change the mode to Realtime.
Related
We're making VR Scenes in Unity 2019.4.17f1 HDRP and in one of our scenes all our real-time spot lights seem to disappear when looking at certain directions.
Here's a video to show the issue:
https://www.youtube.com/watch?v=2LiDWQW_ui4
I tried my best to search for a solution but I don't know how to fix it.
The number of lights and shadows that are allowed to be on screen are already very high.
All of the spot lights are set to important
there are no flare components on any light or camera.
In every other scene there seems to be no problem with similar lights
The settings are almost identical in every scene so there shouldn't be an issue.
If anyone has any solutions or can suggest things I could try to fix the issue, it would be a great help :)
My point lights renders in unity but it wont render in the oculus headset. What could be the cause. I Could not find a solution online.
I am using URP
Add more details if possible, are you using baked lighting, mixed, realtime? It might be your light per pixel setting.
Try to disable any other light in the scene and leave only the spotlight, increase the spotlight range and check if the spotlight works.
If it does, then it's your light per pixel/vertex count, you can edit it from your Settings folder, opening up the URP profile you're currently using, it's called Per Object Limit:
Do not go beyond 1 on the Quest and bake lights if they don't have to be dynamic.
Before I have real-time lighting because of the performance issue, I decided to do light baking for my 3d game.
So I have mark 3d environment as static because it remains on screen always without movement.
Also changed direction light mode to Mixed because I have few moving game objects too.
But after the baking process gets completed, I got this kind of output:
In above, you can see in the above image what happened with my environment after baking and I have also included light settings if you need it.
You have to enable lightmap UVs in your 3d imported model file.
I got this reply from one Unity forum member so exact wording, I am posting here:
Our game is a multiplayer VR game.We have a in game lobby were you select weapons etc and then spawn into the match. The in game lobby gets loaded into the main scene using LoadLevelAdditive.
We disable the mixed mode directional light when you spawn in the lobby and enable it when spawning in match.
Problem is the addtive scene look way different when loaded into the main scene, here are two screens
On its own in editor, here it look as I intended
When loaded additive at runtime
Whats going on here?
This appears to be a light source giving extra lighting to your scene. Check the additive scene for light sources. Check if some gameObject has a light source attached to it (maybe the camera). Note that there's a directional light that's added by default to new scenes.
Also check that this little button is disabled (or enabled if you want):
I am following this video to start learning about Unity.
https://www.youtube.com/watch?v=VV3sSM0gjQ8
In this video, his scene is pretty dark aside from the lights that he put in, while my scene is like this:
https://i.gyazo.com/5c038a72e47e37234ab56cecba29bee0.png
No matter what I do with the light toggle, I can never get it like his. How do I do this?
You are not seeing light in your scene. Click the light icon in your toolbar (its next to the shaded and 2D button) to see how the light looks in your scene.
For even better results use lightmapping. This means you put light in the scene and let the program calculate it for you. What you are using now is realtime lighting in your scene. Lightmapping will also enable you to use softshadows. Read the basics about it here: http://docs.unity3d.com/410/Documentation/Manual/Lightmapping.html