Image of the thing. Basically what it says on the tin. Trying to use a spotlight to illuminate objects in my game, only it doesn't show up. I've already tried doing all the setting changes described in other questions about the spotlight on here (the intensity is 2 in the screenshot, but I changed it to many different numbers), but no change. There aren't any errors being thrown that I can see since I changed the indirect multiplier to 0. Settings If there's an easy answer to this, please tell me.
Related
First, My goal is render sprite objects as below.
So, I set Edit>Project Settings>Graphics>Transparency Sort Mode as "Custom Axis" and Transparency Sort Axis as (0,1,0).
But it only works in the Scene View. When I run play mode, the Transparency Sort Axis I set automatically return to the default value - I mean, Custom Axis + (0.49,-1,0.49). Then the objects' states in the play mode are as below.
I've been suffering from this problem over than a week... because as far as I remember, when I was much more unskilled Unity beginer and tried some tutorials, the setting I set in this way worked in the play mode without any issues.
I think maybe the reason is in the asset I imported because when I made a new project without any asset and tried exactly same procedures, it worked.(transparency sort axis didn't changed automatically during play mode). But I'm still not sure about this problem's reason yet and don't know how to fix it.
Could you please help me solve this problem?
I'm new to Unity so Hopefully this is an easy fix.
So everything looks super low res for me. I wish my images looked high res.
Even SVG looks low res even though they're vector nodes, I don't get that at all but I assume Unity doesn't play with svg yet? the black outline graphic is SVG, the rest are PNG with alpha.
Take a peek at my three different windows. Let me know your suggestions (remember I don't know anything so the easiest thing can been overlooked)
There is a "Scale" slider on top of the game view. Right now it is set to 2.8x. When you do that Unity just zooms in but it doesn't set the the resolution or actually change anything at all. It's like moving the screen really close to your face :D Nothing else besides that particulat window is affected by this setting. So my advice would be to always keep it at 1. Unless you want to see something specific at the screen of course
I want to create a slider without an outline.
Like this one:
Note rounded edges.
I assume I need to create a sprite for that. Unfortunately, I can't find any good tutorials on sprites for sliders. I think the easiest way would be to edit the built-in one but I don't know how to get it for editing.
This is how the original slider from my Unity looks like:
Note the outline.
So, surprising solution that should be available to all of us.
Put the default slider in and go to the Source Image for both the Background and Handle. Instead of using what is there, change it to another Unity Standard sprite called TouchpadSprite. This should do the trick. Not sure if the fact that this is called 'touchpad'sprite will cause a problem when make a PC game, but I doubt it. FYI the TouchpadSprite is from the "Standard Assets (for Unity 2017.3)" that is available for free in the Unity Asset Store. Feel free to only import the sprite itself. The Asset Pack itself is pretty large, but there is a lot of good/useful stuff in there.
Also, you will have to increase the Pixels Per Unit Multiplier value. My picture shows what I had to increase it to. This will allow you to choose the rounding of your edges as well. Play with it and let me know if it works.
Hope this helps!
I am working on a project where I have to render 4 different sides of a 3D object at the same time on the screen. The output should have 4 different camera outputs rendering the front side, left side, right side and back side of the 3d object.
I found that a gaming engine like Unity may help to do something like this. However, I have just started using Unity and can't figure out how to do it.
Here is the link for some examples. This is how I want the output to look like
Well first of all, welcome to Stackoverflow. And you are right, Unity is an excellent IDE to achieve what you described.
As stated in the FAQ and here, I'm going to give you an answer I deem fitting to your question. I can post the code here in about 30 minutes which does exactly what you asked for, but then we'd miss the point of learning to program and posting at StackOverflow in general. I'll show you the way on how to start on this project, but then you'll have to try yourself. If you have any troubles after trying some more, we can help you with specific problems, provided you have researched some before and show us what you tried.
As to your question, it's relative easy to do so. First create your object in the scene, then drag and place four different Camera-objects in the screen. Using the Camera's Normalized View Port Rect (Four values that indicate where on the screen this camera view will be drawn, in Screen Coordinates (values 0-1)), you can then split up the view to show the feed of each Camera.
This ofcourse happens in a script. You can read here about Scripting in Unity. Even if you are an expert in programming, that link is worth a read when you are new to Unity.
Good luck.
Is there a way to convert an image on the fly to "Red on Black" for accessibility? I have pictures that I want to stream to the iphone. Viewing them at night, Red on Black is better for viewing.
Answer:
You're much better off making your own night friendly images, and swapping those out along with text color, etc.
I'm not sure how you have your current images implemented, but before they load you could check for BOOL isNightTime, and if it returns TRUE, then load the nightTime images instead. I would suggest taking your current image set, and duplicating it with the prefix nt_.
Bonus:
You can take this a step further. Grab the GPS location, then use the location to get weather information from Wunderground. Part of their report includes the times of Sunrise and Sunset. You could then use those values and check them against the current time (be careful that all the time zones are playing nice), and from the result of that, enable the NightTime image set.
If you do implement this, make sure that the user can still enable or disable it to his/her preference.
I had originally said NOAA, but I can't find where that information is on their website. I know it's there somewhere. Why are .gov sites so ugly? Anyways, I changed it to mention Wunderground instead, just scroll down to the Astronomy section. They have a pretty well done iPhone website as well, worth checking out.
Bonus 2:
I'm unsure what your maps/images look like, but instead of having to edit them all to red on black, you could instead edit them to white on black, and put a layer on top of that which would allow the user to pick any color/intensity. Instead of using a layer, you could likely also programmatically implement it, but I think a colorizing layer would be much faster/easier.
An alternate method of doing this is to instead make your map transparent/black, and put a layer underneath that which could change colors to the user's liking. You could implement this on a finer scale (place rects of color behind objects/text/whatever else) to allow for full color customization.
Both use transparency to some extent, but I believe that the alternate method requires less overall work.
Bonus 3:
If you're already going through the effort to grab the GPS coordinates, it wouldn't be too much additional work to have it also check with another server, which would point out other users using the application locally on the map. Make sure this is disabled by default, as lots of users are uncomfortable with broadcasting their location to the world.
Science:
It's also worth mentioning that green is a horrible color to use if you're looking for night friendliness. Red is the color you want to be using. Red light doesn't cause the eye to release the enzymes which cause you to lose your nightvision (what you get once your eyes adjust). This is the reason the inside of military vehicles usually have red interior lights, and also why every movie you've ever seen with tactical anything uses lots of red lighting.
Red light is also used to preserve night vision in low-light or night-time situations, as the rod cells in the human eye aren't sensitive to red.
-Wikipedia
I learned this when I went up to Kitt Peak National Observatory this Thanksgiving on a family trip to Arizona. They hand out little keychains with red lights on them, so you can see where you're going in the dark. It was probably one of the coolest things I've ever participated in. I learned so much. If you're in the Tuscon area, or have another observatory local to you, I strongly suggest checking them out.
The keychain they gave me broke and it fell off somewhere, it's nowhere to be found :( It was my only souvenir. If anybody from KPNO happens to see this and wants to mail me another one, my email address is in my profile.
Also here's a link that goes into far much more detail than needed, but I know you're all going to google it anyways.
I did find another solution:
http://sourceforge.net/projects/photoshopframew/
Source code is available and i can run the tiles through photoshop as part of a chain of events for night viewing.