I am wondering how can I play the game in Unlit mode or other modes (not in the Editing mode by changing the viewport).
Unlit mode can be better in some cases when you want to present the information without being affected by lighting conditions.
I did this, when I press 0 then the game runs in Unlit mode
"Execute Console Command"
and then set the command as "viewmode unlit" without the quotes for of them
Related
Developing a simple zombie game with day-night cycle. So, for the player to handle the night, i am making a flashlight. Modeled it, and i need a real Unity light to make it a flashlight (but it's anyways flashlight, but broken..?). The light works neither in Scene or Game window. Here i'll show you some screenshots (and a test video):
I tried clearing cache, as i found on Internet, but it only worked until i switched tabs.
EDIT for #BugFinder [30.01.2023]
Light component for the flashlight:
Switching between Point and Spot light isn't doing anything.
Your light mode is currently set to Baked. This instructs Unity to prerender a static light when you press bake lighting in the lighting menu. Obviously you don't want something static for your flashlight, so change the mode to Realtime.
I have multiple scenes in my game and I want all of them to have the same Environment Lighting Setting but I can't seem to find a away to just copy one of the Environment Lighting Setting that I like from a scene that I have made to add to another scene. Is this even possible or do I have to redo all of the setting by hand for all of the other scenes.
Hi I'm working on a simple 2D unity game and it would be so much easier to figure out problems if I could play my game in scene mode so that I could check on every object's values as I go. Is it at all possible to play your game in scene mode?
That is not possible, as of now, in the Unity engine. You would need to handle it yourself. Take the Unity's Cinemachine package as an example. You can tweak the values of a cinemachine virtual camera in-game and store the values as you tweak them if you check the "Save during play". The package is designed in a way that it preserves its state, so when you stop playing, it doesn't lose the changes you made in play mode. Moreover, Cinemachine gives you gizmos that you can tweak the values through the game viewport, not only the inspector.
You would need to do such things for your game so when you start playing, you can, for example, click the gizmos on a puzzle object and change where it sits in the scene, and when you stop playing, the tweaked position would be preserved.
You can read Inputs while being in a custom editor with for example:
if(Event.current.type == EventType.KeyDown
&& Event.current.keyCode == KeyCode.W) {...}
You can read all your wanted inputs and pass it on to your default input scripts. You could make whole games in just the inspector window or whereever you want, but if you should is another question...
Am working on unreal with interactive project and having two modes to play with one is simple FPS mode and another is VR mode so, i want to create a menu with two buttons one will start FPS mode and another will start a VR mode.
As we develop a little game with defold (defold 1.2.102 | defold editor 2) we encountered the following problem:
When we start our game the window shows everything we built properly and there are no build errors or error console logs. However there is no cursor. Neither on the levelscreen of the game nor on one of the other monitors. We added a keypress input for testing the buttons and it worked properly, but the problem remains: Where is our mouse pointer? Do we have to add or adjust it somehow?
Thank you for your help!
Are you running your game in fullscreen mode? Defold always hides the mouse pointer while running in fullscreen mode. You can add a game object with a sprite (or even better a gui box node) and let that follow the mouse coordinates and use it as a custom pointer for your game.