I hope this question is fine here, I kindly would like to know if what I'm thinking is possible in Unity before to get start digging to it. I'm not familiar with unity I always use SpriteKit and Scenekit from apple.
Im currently working on an app which display a 3d cockpit of an airplane with all his instruments. In order to create the instruments displays I used a sprite scene apply as a texture of a screen object to simulate the screen.
So like this I'm able to simulate and display the indication that should appear on screen
See picture:
My question is: Is it possibile to replicate something like this in unity? How do you create instrument inside cockpit? What should I look into? Is the same concept of using sprite element as texture in order to be able simulate instruments?
What should I look into..
Related
I'm new to Unity and trying to figure out the best way to create animated backgrounds. To be clear, I'm not asking you to give me an exact solution or instructions, and I would be grateful if you just tell me which direction to look in, and I will figure it out by reading the documentation.
I'm interested in how animated backgrounds are created in 2D Unity (for example, as here: https://youtu.be/OxiGlmV6ByA?t=1075 flying leaves are visible on the background). I only thought of using particles or just creating standard animations in Unity. But, the second way seems too long and complex, and about the particles, I'm not sure how much it affects the performance in a mobile game. Google searches mostly give instructions on how to create parallax backgrounds or moving backgrounds in Unity.
In general, I will be grateful if you tell me which approach is the most optimal for creating an animated background in a mobile 2D game in Unity.
The particles system is well optimized, for what you want to do it will not affects the performance, even on mobile.
I'm using unity 2018.4.14f1 personal (I don't use 2019 or 2020 because it lags my computer)
I'm using the Unity Standard Assets Player Prefab and Cinemachine Freelook for the camera. I have some water, and when my player walks into it, its fine. However, when the camera comes into the water, it stops rendering the water. Is there anyway I can fix it?
Update: I've somewhat got it working, however its hollow when your inside. Is there anyway to fix that?
Video : https://easyupload.io/2b0p3a
(I'm quite a noob so if you need any screenshots please ask.)
The problem here is that the water will only rendered when looking from the outside as the normalized are modeled so. The program renders outs objects that it thinks is not in view. You can load the model into a 3d program and then copy and invert the model to allow your camera to see the water, or I believe there are some shader option to stop this optimization. You can also look in this Reddit thread.
I am new to unity and I'm trying to figure out how to rotate the main camera from one position (in perspective of a person). I've tried looking for scripts and writing out but it never works.
here's what the scripts would look like...
enter image description here
I honestly don't know what I am doing so if this is actually a simple problem to solve, please don't be too harsh. Or do.
I am using unity 2018, btw.
Get the standard assets, use and look into the FPS Controller.
I'm working on a little AR coloring book application using Unity and Vuforia. I did something similar a few years back, but now, with the new updates, they changed a lot of things (I'm using Unity 2017.3, Vuforia 7 and Texture Region Capture 2.0.6 available here https://github.com/maximrouf/RegionCapture).
When the Image Target is shown, a 3D model of that image appears and you should be able to color it. The problem is that on the 3D model I can see all the things captured by the camera, not only the texture, as shown in the image below.
Now, I don't know the reason for this, I tried looking at other tutorials, but even the scripts for this version of Region Capture differ. Below are some pictures containing the way I attached the cameras and the game object to the scripts..
Please help me find a solution.
I have faced the same problem today so I post here the solution hoping that this will help people who encounter the same problem.
To solve it, I had to link the Region Capture to my Image Target and resize it to match the Image Target's size:
I'm building an iPhone core motion game demo and would like to have a virtual "room" around the user. The user would be using the phone with the core motion to "look around" the room through the phone. Attached is an example.
I'm not looking for anything fancy. 4 solid color panels for walls and 2 panels for the floor and ceiling would do. Pretty much a large cube with the middle at the user's location
What is the quickest way for me to create a room with a box geometry, putting the user in the middle? Can this be done with UIKit objects, or do I need to use openGL to render the panels? Maybe there's some kind of a game engine that I can use for these purposes?
I would want to rotate the room in the future.
Thank you for your input!
You won't be able to create a 3 dimensional environment without using OpenGL in some form. The best way to get started is to follow a good tutorial on OpenGL such as this one. You could even take this tutorial and put the camera inside the cube and voila, instant room. You would just need to add view rotation logic from core motion and you would be set.