Lighting looks diffrent in my project in Unity than this project in Unity - unity3d

I am following a tutorial series on Youtube. Here's his channel btw (https://www.youtube.com/c/SebastianLague). On the github repository (https://github.com/SebLague/Procedural-Landmass-Generation) that comes from the video series explaining how to implement procedural generation (https://www.youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3). I've followed his tutorial series up to episode 6. I wanted to compare what I have done and what he has done to see if what I wrote matched what he wrote. Everything seems fine expect for the lighting of the scene. It has boggled my mind since everything seems to be the same. I have the same project settings as the other scene. Here are some screenshots of what I'm talking about.
Sebastian Lague's Project
My Project
My theory is that it has to do with the version of unity I'm using, but I honestly don't think that's it. It's just weird that this is the case.

Related

How to install chaos physics

I am really interested in chaos physics and went to plugins to see if it was enabled and it is: I have looked up tutorials on it and everything and none say how to install it so I assume it is basic. They select on the modes panel but for some reason for there isn't one. Modes is a drop down panel on the same bar as the play button and stuff. The chaos physics engine isnt one of the options it only has the default. I am on Unreal 4.25.3 windows 10 and this project is blueprints but I prefer to work in c++ blueprints is just better and faster for tests. I have looked at multiple forums and videos and noone seems to have the issue I do which is it just doesn't show up. Could I please get some help on this as it looks amazing and fun. Also if there is an easy way to get the modes selector back where it used to be and not as a dropdown. Thank you.
From what I understand, the Chaos Physics Beta is out since Unreal 4.3 but until its out of beta a source build is required to play around with it. You have to get the demo from the epic games launcher. You will also have to request to join the epic games github and download the unreal engine files, move the ChaosDestructionDemo folder to the same folder that you have your GitHub build in. You then run the GenerateProjectFiles.bat, open the created UE4.sln and then build the ChasoDestructionDemo for Development editor.
This will rebuild the whole engine with the Chaos plugin installed and then you can launch the uproject from the epic games launcher.
There are a lot of details on this forum and a couple of videos that you can have a look at too.
https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1641765-how-to-enable-chaos
If you have any more questions, let me know and ill try my best to help you out.
Hope you have a good time destroying stuff :)

Using MRTK 2.4.0, Unity, Tutorials Do Not Work, Can't Figure Out How to Configure it to Work

Brand new HoloLens 2 using latest versions of all the tools. I can't get the most basic tutorial to produce the expected output. I have done the whole thing multiple times to ensure I am following the directions exactly. It builds in Unity and loads to my HL2 device. I have gone all the way to lesson 6 and things don't work as the documentation says. Can anyone point me to something that actually works for a point of beginning. Right now MRTK is just a trial and error operation. Thanks
There is a pretty annoying problem in the MRTK which is about 'solvers' and project built in Release ARM64.
MixedRealityToolkit-Unity Issue
It's probably a very specific case for a lot of people but I was naturally building like that all of my projects and MRTK demos and nothing was working as expected.
I spent a lot of time to identify what I was doing wrong.
Maybe you are in this case ...
As others guys asked, we need more infos about what is not working, your differents tries etc .. to help you.

Object becoming transparent and overlapping itself

I found another question with a similar issue but it wasn't answered and was abandoned in 2016.
I'm building an augmented reality app with meshes I have reconstructed from real world objects. When testing on a fresh new project I have no problems whatsoever.
Bulbassaur working fine on Android.
The object I'm using does have a bit of transparency on its material but that's a reconstruction issue; it doesn't bother me for now.
But when I import the object to a different project, trying to use exactly the same settings, the transparency issue appears when it is built on Android.
Bulbassaur with overlapping transparency:
Bulbassaur with overlapping transparency_2:
However, when I run it inside Unity, I'm having no issues at all.
Bulbassaur just fine:
I am fairly new to coding in Unity, so I'm not having any success investigating both projects to find what's wrong. Any suggestions on how to troubleshoot this?

How to avoid Unity Complie all Standard shader variants

When add Standard Shader to Graphics——Always Include Shaders, Unity always stucks in sharedassets0.asset. I know it's unity complies shader variants in the background. it's about 60000 variants which make the .apk size is triple bigger than normal size. And it takes a long time(a couple of hours) to build, even if an empty project.If I remove the shader from the list, when I load a model from asset bundle, it will be a pink.Only add Standard to the list, then everything is ok!Is there any way to solve this problem? Please help me!I googled all I can google!
Edit: Unity 2018.2 added IPreprocessShaders which is described at:
https://blogs.unity3d.com/2018/05/14/stripping-scriptable-shader-variants/ You can review each individual shader keyword combination in IList<ShaderCompilerData> and remove ones you are certain you don't need. The this API is not complicated, but standard shader keywords are not well documented. Some of the keyword correspond to enum BuiltinShaderDefine while others are not. I ended up using this preprocessor to remove any ShaderCompilerData with BuiltinShaderDefine.UNITY_HARDWARE_TIER1, BuiltinShaderDefine.UNITY_HARDWARE_TIER2 and INSTANCING_ON(This is not in the BuiltinShaderDefine enum) turned on since I am certain we didn't use quality settings toggle and instancing.
The Unity Shader Variant Collections works kind of wonky. I ended up using a plugin called "Shader Control" to clean up the mess. But the process is still far from enjoyable since when you remove a keyword there is a chance you break something.
The best solution I could think of is remove all the "Built-in Shader" (Maybe not "Deferred" is you are using Deferred Rendering) and "Always Include Shaders" at the beginning of the project and if someone needs a built-in shader, download "Builit in Shaders" from the Unity Download Archive and import only the one needed back to the project. So that you can:
Have 100% control over built-in shader
Only compile shaders you used
Avoid shader duplication in AssetBundles (If you pack something referencing default imported shaders, the shader will be duplicated for each AssetBundle)
But this "best solution" is certainly more of a hindsight and does not help your current situation though. Give Shader Control a try.
Hi I want to suggest a method that worked for me. I was going to comment but my reputation hasn't reached 50. I would not recommend this as answer but no harm for you in trying I guess.
Instead of including the shaders under Graphics——Always Include Shaders I went to Project Settings -> Player -> Optimization and included the shaders under Preloaded Assets.
I also have doubts if it is the correct way to do so but it solved my problem. I would be glad if anyone could point out what was wrong about it and explain a bit, as I could not find much reference to this method on the Internet.
I have posted a similar question at game dev stack exchange
https://gamedev.stackexchange.com/questions/190092/unity-2020-3-what-is-best-practice-to-include-shaders

Can I write software using Unreal Engine 4 without compiling Unreal Engine 4 from source?

I just watched a video on YouTube: Introduction to UE4 on GitHub
Basically explaining how to get the Unreal Engine 4 source code from GitHub and how to build it in VS2013.
Now I understand the need for this if people want to make modifications to the engine itself, but if I want to use the engine as is and just program games with it, do I need to do all this?
I'm building it right now (75 minutes and counting), because I watched a UE4 programming tutorial and noticed that I was missing a few things that the programmer in the tutorial had (thought maybe because I didn't compile the Engine). I figured I needed to build the Engine because another UE4 programming tutorial said "I assume you have already downloaded the engine source from GitHub and compiled it in VS2013", nobody says why, nobody clearly states whether or not this is required to make a game in C++ using Unreal Engine 4.
No you dont need the whole engine. There is a difference between the code which builds the editor and the code which builds your game. If you only want to program your game you should create a new "code project" and modify the code you're getting after creating the new project.