I am new to spark AR studio. I have built an effect, Im using particle system but when I add some material this particle system gets invisible. I dont know how to figured out
You are creating a material in your video but then you have to have to select that material and apply a texture to it.
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I am trying to add lighting to my 2D project, so I created a new Universal Render Pipeline that takes in a 2D renderer. I have 2 separate cameras, one for UI, and one for game elements. The moment I add a pipeline to my project, my UI Camera has a background color, although the clear flags are set to depth only.
What I've tried so far:
Turning of Post-Processing, did not work.
Camera stacking, but it is not available on the 2D Renderer, according to the docs.
Making the camera background color transparent, but the Alpha channel does not seem to affect the color in any way.
The unity version I m working on is 2019.3.4f1
I found the solution. So just in case anyone runs to this problem in the future, make sure you have the latest version of the URP on the package manager, then you will have the option to use camera stacking which works just fine for this case.
I am looking to solve the problem of displaying a transparent video in the AR scenes using Unity ARFoundation and Android platform.
I mean, accurately with a simple effect presented for the iOS platform: https://www.youtube.com/watch?v=vralbqaeqrk
In the normal 3D application I use the transcoded .Webm file and I achieve the intended purpose.
Using the same solution in the AR (ARCore) scene the background color is visible.
Can you use specialized/dedicated assets? Or should I stop dreaming about such a result using Unity and Android?
You need to make sure that your video clip does have an alpha channel then just click keep alpha property in video importing section and hit apply. However it will only show if your video does have an alpha.
Then just attach a Video player component to the gameobject which has a Mesh renderer.
Make sure the Render mode is Material override and Material property tells unity on which map of the material video output will be displayed.
If you want to play it on UI, just make a render texture and assign it to RawImage and assign the Video player with following settings.
Lastly make sure the render texture you created does have support for alpha.
I have 2D Unity project with two cameras: the main one and one designed for parallax effect.
After I installed LWPR for setting lights the second camera stopped showing its layer in game.
Is there a way to fix this?
The practice of rendering two cameras at the same time as you are describing, "camera stacking", is not currently supported on LWRP or URP. There is some discussion about adding support for it again.
You could try using a camera to render onto a render texture and display that as your background.
For the 2D light, it is present but is greyed out. You should be able to enable experimental feature use in the player settings for the project.
i'm making a tank based game and when i made a model of the tank in blender and imported it to unity. When I placed a camera inside the wall was completely transparent from the inside but not the outside.
Is there any simple fix to this problem?
In blender you have to make sure your normals are facing outward. If you are using planes imported from Unity they will only show up on one side, its better to use cubes if you want them to be visible for both sides. If you are using a plane you can create a custom 'CULL OFF' shader so that backface culling will disable on its material and will show on both sides.
I'm trying to do colAR mix Augmented Reality in Unity using the Vuforia plugin.
I'm trying to changes the material of the 3d model based on the colors of image target.
I don't know how can i get cropped image target from camera for change material.
Thanks so much for your help in advance!