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.
Related
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
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 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.
When trying to optimize my game the biggest problem seems to be the device.present. Been going through some forums and i couldnt really find any useful answers. What is usually the main problem associated with this?
There are just many things that could cause this but the main reason is because the Thread is blocked by the graphics driver in a way to let the GPU catch up.
These are the specific reasons:
1.Image Effects
Check your camera. If you have Image Effects such as Flare Layer, Anti-aliasing and others, disable them.
2.UI Effects
Check all your Images, RawImages and Texts. If you have an Outline, Shadow or Position As UV1 component attached to the Images, RawImages and Texts, this could cause the problem. Usually when you have multiple of this attached to one
Image, RawImage and Text.
3.Bad Light Settings
Select your light and make sure that the Resolution under the Shadow Type is not set to Very High Resolution.
4.In the Quality Setting change the V Sync Count to Don't Sync.
5.Check for Sprites and Images with 0 alpha then disabled them
6.From the Player Settings, disable Auto Graphics API then change the Graphics API to OpenGLES2.
7.Custom Shaders
Are you using custom shaders (non standard shaders)? Disable it temporary. An expensive or bad written shaders could cause this problem.
Those are the usual problems. It is very possible that yours is a different problem. I suggest you enable/disable items one by one and you will likely find the problem.
If not, then consider creating new project and scene. Save out your old game as prefabs or assets then import them one by one into the new project. Don't import them at the-same time because the problem might appear again. Import then test then import again and test until you find the problem. If the problem is no longer there then it's likely an Editor Settings problem.
I am currently using Unity 5 to setup a small game so that I can see the assets I recently made in blender in action.
I have created a uv-map in blender and added the necessary colour (it works and displays nicely and blender) but it doesn't seem to work in Unity. What I've done is created a material, chosen the uv (under the albedo option) and then applied it in the skinned-mesh renderer of the object but it colours the entire object only one of the colours included or it just doesn't colour at all. I tried messing with the import options (swapping the UV's) but it doesn't seem to work.
Any help would be greatly appreciated.
Is there a chance you've been tricked by the annoying new button in Unity's "new" shader,
To change the :actual texture", it's called Albedo which is annoying.
You must click precisely the little "dot" shown below!
The "little dot" is between the small square, and the word "Albedo".
Then, a selector panel appears. HOWEVER there is a soft bug: When the selector panel appears it immediately goes to the back of all windows.
Many people, certainly myself, get fooled by this. It's quite annoying.
So, hopefully the problem is just that you have not yet selected the texture to display, considering the "tricky button issue" on Unity's "new" universal shader.