I really searched a long time for a solution of this problem, but I couldn't find it. Maybe one of you know, how I can fix this problem.
I created a Unity VR project for the Oculus Quest 2 and downloaded the Meta Avatar Plugin. I followed this tutorial on YouTube.
Everything is working fine during the Game Mode in Unity. But when I am building it, the Avatars has completely white textures, like in this screenshot.
I am using Unity Version 2021.3.5f1.
I think it has something to to with the building process/ Shader setup from Computer to Android, but I am not sure where or what I can change to make it run.
Does anyone has an idea?
After one day it worked suddenly. I think it was the answer from Philipp, with the Graphics settings:
Try this: Click on your relevant surface in Play mode and check what Shader the Material is using. Then stop, and go to to Edit -> Project Settings -> Graphics. Scroll down to the Always Included Shaders list and add the Shader you noted before to that list. Now compile again and see if the issue persists. (If it does, you may want to look into e.g. the Player -> Color Space setting, which can be Gamma or Linear.) –
Philipp Lenssen
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I want to add light2d to my project, but it's a decision I made after months I started the project, so then I added the urp package.
But something strange happended: my skybox disappeared. I mean, it can't display neither in my scene view nor game view, it seems it's totally transparented instead of a material error.
I have checked my lighting settings and camera settings, but there's no problem.
I tried to restart Unity editor, but it can't solve the problem.
Sorry for poor English, hoping you can read this.
If you use a "URP Asset (with 2D Renderer)", it wont use the Skybox material set in Lightning -> Environment.
Its probably by design i guess (2D dont need a "box", instead a rect will suffice).
Use the other Asset (with Universal Renderer) or set your "Skybox" as Sprite material in the scene.
I'm making a game in Unity 2019.1.6f1 PC, Mac, Linux standalone. I want to project the game unto the pages of a book and believe that render textures can help achieve this.
They worked reasonably well on the placeholder book model, but when I try to apply the same render texture on a different model, it only seems to project a blown-out single pixel.
Here I placed them close to eachother to show the problem:
I made screenshots of all the settings that may be related, though I did try to change all of them already. If any other information is necessary, please let me know.
The camera settings
The material settings
The mesh renderer settings
The texture settings
I tried changing the size variables to powers of 2, but that didn't work either.
I also found this post, but I don't believe this is the same problem.
After I build my Unity project and send it to the Hololens, I have the following problem:
The splash screen appear followed by a debugging window on the bottom. In the background is a white net. However, you can't see any game objects. I've tested a lot but haven't found a solution for that. Visual Studio does not display any error messages. What I've looked at roughly:
These are my modules. Im using the 2019.4.22f1 version of Unity and the MRTK Foundation Toolkit 2.7.2.
My build settings
My project settings
I tried to place the objects in the middle of the camera and changed the colors.
MRTK settings I haven't changed anything most of the time
Main camera settings
My scene
When i start the scene i get this error in the console. I dont know if this has anything to do with my problem
i have two possible solutions (no guarantee)##
you could spawn the objects on input directly in front of the
camera, add a debug.log("object in front of you"); so you can find
the issue.
If this doesnt work i would try to test differnet types of materials
like you do with HDRP.
if this does not work either i probably cant help you out now.
It seems like your GameObject is too far to be hidden behind by the mesh. Please make the spatial mesh invisible by setting the Display Option property of Spatial Mesh Observer Setting to None, this item can be found under the Spatial Awareness profile of the MRTK profile.
I am able to open my unity project and base scene on any computer other than my laptop. When I open the main scene on my laptop I am greeted with all of the terrain being a white checkerboard. All of the gameObjects show on the side bar but are invisible in the scene and game views. Any help or ideas would be greatly appreciated as I have looked for the answer everywhere.
Your image which you uploaded points that you are viewing your game in Scene mode rather than game mode. In your scene mode the rendering has been switched to Baked Lightmap or one of the other modes in Baked Global Illumination. By default Unity Scene modes are kept in Shaded in Shading mode. ie the one where we see our scene same as Game scene. To get back to shaded mode Find the Dropdown button below Scene Tab and select shaded mode.
I finally found the workaround for this same problem on mine: Hopefully your is similar.
After I upgraded my Unity version to the latest and it updated the project, it created a _TerrainAutoUpgrade folder in "Assets". I followed my normal source control rules, which was to check in most of this folder but to ignore the .meta files (allowing the computer that cloned my repository to generate its own).
Turns out, that didn't work. The meta files generated on the second computer, the "mainObjectFileID" in the meta file was set to 0.
I fixed it by manually copying over the _TerrainAutoUpgrade folder from the working machine to the non-working one. Clearly this is a bug in Unity, but at least this got me around it.
I came across a similar problem where my terrain was looking like a checkerboard. I found out that I was missing the terrain layers when I went to the paint tab. I was able to solve it by replacing the layers with terrain layers I already had and replacing the textures.
So I had a project that I created using unity 2017.3 now I decided to move to Unity 2018.2.18f1 and notice a very annoying problem that I can't seem to solve,
the lighting in the scene window got way too bright on the other hand in the game window even before hitting play it shows the correct light. here is an image of the issue:
I tried everything out there that worked on past versions with no results, trying removing auto generate and generating the lightmap manually, tried to change the reflection source from skybox to custom didn't work.
although in the game it self the light is correct so it didn't really break the project but it is really annoying designing levels this way
any insight on this would be great.
Sometimes, issues occur when upgrading a project to another Unity version. If the issue is related to lighting do the following in order:
1. Delete the lights in the current scene then create new lights. For some reason, there seems to be light issues carrying it's settings to the new Unity version and creating new lights usually fixes it.
2. Go to Windows --> Lighting --> Settings then go to the Scene tab. Scroll down and disable Auto Generate checkbox then click the Generate Lightning button.
3.Go to Assets --> Reimport All.
4. If everything above did not work, go your Project's Library folder then delete it. Restart Unity.