I am making a 3D game in the Unity Editor. When I started making the project 2 days ago, everything was fine until now. My issue cannot be described, but I can share the images of what happens in the Scene View as I get closer to objects:
Here is when I am a bit far from objects. You can see the gray part starting to pop out from the bottom:
Here is the image as I get closer to the objects:
As soon as get very close, you can see the objects disappearing. 2 of the 4 boxes are not visible completely, 1 is a bit out of render, and the capsule(the player) is completely invisible:
This has suddenly started to appear on my Unity Editor. Please help. I don't know if this is a bug or I am doing something wrong, or any setting is incorrectly set.
Ps:- Please do comment if you require any of my scripts or any other details. I don't ask questions very often so I don't have much idea as to what kind of information is required.
To everyone seeing this in the future, here is a very simple solution to the problem, if you face any issues.
I have tried, and you can try the following steps as well.
1)When in the Scene View in Editor, click on the small camera icon on top of the Scene View Window and uncheck the option Dynamic Clipping. This should solve your issue.
2)Although this has nothing to do with the problem, however, there is a chance it is an Editor Bug, so I recommend updating your Editor to the latest version, to see if it fixes the issue.
Related
Please Note: I'm having trouble placing pictures here, but I have a thread on the Unity Forums of this issue with images and additional video. Please refer: https://forum.unity.com/threads/models-suddenly-stuck-in-poses-in-editor-and-animations-messed-up-across-project.1334213/
This has been torturing my team for the past month and a half and we're all very lost.
My team and I are using Unity 2020.3.27f1 LTS. We had setup many characters across the game. Of course, when we designed them and place them in the world in the Unity Editor, they are in their default T-Pose and animating once the game plays. This has been how the project's been for the past year.
Then about a month and a half ago I did a bunch of edits related to character animation and performances in a scene and pushed it. From there, all characters across the project broke in some way. I have no idea why as I only edited a few animations for select characters and their triggers. I didn't touch any code.
When I say they all broke, it's in various ways. Some characters stopped working entirely or partially; an example being a character with a long coat but now the coat itself no longer animated at all with the rest of the body. Some had parts of their rig that started to bend, distort, and move oddly in ways they never did before on animation, most prominently their hands in most cases. Some contorted into random positions for no reason...
However, the biggest problem is that almost every character model now holds a pose in the Unity editor. We have no idea why. It's like Unity saved their last posed position and has made it their default pose forever. They hold that pose no matter what. You can remove all their animation components and it will still hold that pose instead of a T-Pose. It could be a sitting position. It could be an idle pose. Sometimes it's in a cringing position that models go into when their rigs are broken... But almost all of them will animate properly on Play Mode... With some animation errors as mentioned above. And this is on EVERY character. You can see some examples in the images below.
We've been scrambling to figure out why such a problem has occurred and it has been a huge setback. There's no logical reason why such a project-wide problem just suddenly happened. I went back into the commit history to find where it started and it began with my commit... But I did nothing that should have caused something like this. I was tweaking animation performances in one scene which doesn't even feature most of the characters or anything related to them. Now it suddenly damns the whole project and every character has been affected even if I hadn't touched them in a long time.
The weird thing is that the animation errors at least have an odd fix mostly. For some, but not all of the characters, if I delete their rig in the prefab and then put a rig back in the prefab fresh from the project files, their animation issues are mostly solved... But there's nothing actually different about the rig at all. It makes zero sense. This does not fix the posing issue though.
So far, I have no clue what is happening or why. Even putting in the fresh rig does not save the character from becoming affected by the posing issue eventually. The only clue I've been able to find is that in Prefab Mode, it T-Poses as it should, but if I click the Show Overrides checkbox it goes back into that pose. This leads me to believe that there is an Override issue, but I couldn't have triggered anything like that project-wide, I never even knew Overrides like this were a thing until I looked into this clue.
This leads me to believe this is an editor problem because nothing me or any of my team could have done should have caused all this mess to happen. Now we have to redo weeks of work to try and fix some of these issues and we still don't know how to fully stop these problem or why it's happening. At least one of these characters are still even more distorted than the images below on animation and we don't know why. It has forced a crash when I was looking more deeply into the animations at one point. The project/unity seems much more unstable since this began. One of my teammates sent a version to Unity via the Report a Bug function, but whenever I tried doing so myself as well, it never worked. We have yet to hear anything.
Anyone have any idea what is going on?!
It's a quite common issue for characters to lose T-pose in the Editor. I'm not sure exactly what causes that yet and I hope they fix it.
You may revert the character back into T-pose by selecting the object; → Going to the inspector, and at the top of the inspector you'll select "Overrides". There you'll be able to see any modifications done on Transforms or other components.
Select each transform of the rig's bones, then click on "revert selected".
Note that this is assuming your character is still linked to its original prefab and appears in blue on the hierarchy.
If your character was unpacked from its prefab then I'd recommend you just play a T-pose animation on play-mode, then copy the whole T-posed character on play mode and then stop the play-mode and paste it back into Edit-mode.
I hope that helps out.
So I have been working on a game in Unity2D, and I was working on the tilemap. Sometime while this was happening, I realized suddenly that my game was weirdly zoomed in when I looked at it through the game view, and this was happening across the board for all of my scenes, not just the one I had been working on. I'm not sure what I could have possibly changed, as the aspect ratio is still set to free aspect in the drop-down menu. My scene also won't show up properly in the scene view either- unless I hide my canvas, I can't see my normal scene anymore even though sort orders haven't changed. I must have clicked something by mistake, but I'm not sure what. Does anyone have any suggestions on what caused this and how to fix it? I'm using Unity version 2019.4.11f1.
Fixed. I somehow clicked the "low resolution aspect ratios" box in that dropdown menu.
This issue only affects the Scene view, and it is not present in the Game view or when it is running.
Basically my map looks like this.
https://i.imgur.com/BBrKA5f.png
Zoomed Out
https://i.imgur.com/G8BuG8d.png
As you can see there are horizontal lines everywhere. The grid is turned off. They are mostly blue because underneath the grass tile on the sheet is the water tile. You can see under the left of the rock there is a yellowish line, this is because there is a sandy tile below it. The individual images from the Sprite editor look fine. No lines in them. As mentioned, this is only present in the scene view and doesn't affect the game so its not major. I would really like to see if this is possible to fix though as it is quite a pain to look at and design maps with. This issue is present on my PC, and both laptops so I don't think it's hardware related.
Tile palette images:
https://i.imgur.com/huNDlHy.png
https://i.imgur.com/uLwUpUM.png
I've tried adding them to an Atlas, checked for Point (no filter) and no compression. I'm at a loss. No one seems to know how to fix the issue and all my googling points me to bleed or tears in the actual game which is not the issue I am having.
Any help would be greatly appreciated and I will provide any additional information that is needed.
Thank you.
So after a few days of frustration and help from the Unity discord, I finally found an answer.
It turns out you want to disable Pixel Snap in your Shader component on your tilemap object. As soon as I did that all the lines in Scene View were gone.
Setting to change:
I'm having a serious issue with Unity. It's most definitely a conceptual issue, and I would love some help understanding what I'm doing wrong.
The game window on the Unity editor shows my game working exactly as intended. The sizing of everything is perfect, the animations fit nicely, and everything is how I want it to be.
The problem, however, is that when I actually build the game, nothing is where it should be. The animations are off. The sizing of buttons and canvas UI elements are wonky. This is not what I see represented in the Unity editor, so I have no idea why it's working like that.
I've tried changing canvas to scale with screen size because the canvas elements are what is bugging.
I expect my built game to look exactly as it does in the unity editor, but that's not happening.
Thanks!
I have finished my game in Unity already.
But whenever I'm trying to build the game, it stops at the point as shown below. Does anyone know the reason why it happens? It always stops at the same point....
It's a problem with baking the lightmaps on your scene.
Unity doesn't like huge objects when it comes to baking lightmaps on them and it can certainly kill the light transport on a build.
You can try to open the Window menu from the main Unity menubar and search for the "Continues baking" checkbox under Lightning and uncheck it.
Or you can just split your bigger objects on your scene which may cause this problem.
Here's a thread detailing the issue a bit.
I've also seen people working around this problem by disabling Global Illumination altogether so that may be a solution for you as well if you are using it and you are willing to give up on that feature.
Edit: Another thread about this sort of thing with a decent solution - not sure why I didn't remember it for first but it's a good idea before trying to split your huge objects to mess with their "Scale In Lightmap" property as well to reduce the lightmaps' size.
You can also try the "Advanced Parameter" options.