So, basically I am trying to use URP for my project right now. However, i just noticed that the Scene View quality is rendering worse than Game View. I tryied to modified the settings in Project settings, but looks like nothings works. does anyone have this problem before that can give me some suggestion? all the question answer that I found online is about the otherwise. Here is the Image:
GameView
SceneView
As you can see the Scene View is more pixelated.
Thanks a lot for anyone that can give me an advise.
There is a small camera icon in the top right corner of the scene tab. There you can activate the anti-aliasing for the scene view camera.
Related
Sorry for my English. I'm new at game development and unity. I'm watching a tutorial about this. In this tutorial Main Camera borders seems to be like that:
tutorial
And this is my 2d project:
project
And even though this guy select other objects main camera borders don't disappear. But if I select a different object while the main camera is selected, its borders are disappearing like this:
tutorial
I searched some settings in the properties of Main Camera but i couldn't find a setting for fix this. How can i fix this?
Gizmos>Check Camera .
Image
I had the same problem, cause accidentally i deleted my Main Camera, you need to check the tags of your camera in the inspector, verify if it's in "MainCamera" tag. :)
Edit Game tags
I have created a 2D project. The images I used for sprites are all with high resolution. However I do not know what settings I have changed today, the sprites in game window started look terrible when I tested the game(good quality in scene window). And this happens to all of the projects I created earlier. But when I build the exe file to play, the graphics look all good with original quality. Could anyone tell me how to fix this issue?
Scale back the game view to 1x and change the size of your camera instead or set your sprites to their original size if they have been resized
If you have a Retina screen, make sure you uncheck the following checkbox.
Watch this screencast
For 2D game also make sure Projection property in Camera component is set to Orthographic
When I use One Camera to show the scene and put to a TargetTexture,another camera to show the RenderTexture and ui,but I find that the gizmo I use to debug not show.
perhaps the image is misleading, but I have the exact same problem so I'll explain how I understand OP's question:
OP draws a gizmo (not talking about the camera gizmo, but using Gizmo.Drawx in the OnDrawGizmo method) to help him visualize some stuff.
But when he uses a second camera, the gizmo is no longer drawn in the game view (still in the scene view, as you can see on the picture).
I have the same issue with a different setup though, so I'd love to know if OP has found an answer to his problem.
So, I just got started with Unity3D and I don't really know what I'm doing.
I'm following an online tutorial and so far I've downloaded an image, imported it as an asset, and dragged this asset onto the "sprite" box(under sprite renderer) where, apparently, we are supposed to drag a texture onto a sprite. When the tutorial does it...their image shows up in the scene. Mine, however doesn't.
When I click the little circle to the right of this, and go to the 'scene' tab, there is only an option that says 'none', while in the tutorial the image that is desired is also an option. I feel like fixing this will fix the problem.
Thanks
If image is not showing up when you're browsing for it Unity3D it means it has not been imported to project as asset.
To do so, from Unity3D editor go to folder Assets, right click and choose Import New Asset:
Also you need to browse in Assets, no idea why you're browsing in Scene.
Fellow Unity noob here: I had the same problem and realized I was dragging the sprite onto the scene window onto my GUI....which was not the same XY coordinates my main camera was looking at.
Double click on your main camera object to see what it sees in scene view. Is your sprite in view? If its not, you will need to adjust the XY coordinates of your sprite.
Ok, here is a new issue.
I will attach 2 photos. (Note: this is a demo level)
The lighter image is the way the scene is supposed to look when it is loaded. And in fact, it will load that way when I go to the scene and run it in the editor.
But if I load the level using Application.LoadLevel, it loads as the darkened image. Even if I increase the intensity of the light, the level looks completely wrong.
This is happening for all my scenes, please help!
Go to Window -> Lighting.
Click on Scene tab.
At the bottom uncheck 'Continuous Baking' and press Build.
This solved the problem for me when using Application.LoadLevel();