Object becoming transparent and overlapping itself - unity3d

I found another question with a similar issue but it wasn't answered and was abandoned in 2016.
I'm building an augmented reality app with meshes I have reconstructed from real world objects. When testing on a fresh new project I have no problems whatsoever.
Bulbassaur working fine on Android.
The object I'm using does have a bit of transparency on its material but that's a reconstruction issue; it doesn't bother me for now.
But when I import the object to a different project, trying to use exactly the same settings, the transparency issue appears when it is built on Android.
Bulbassaur with overlapping transparency:
Bulbassaur with overlapping transparency_2:
However, when I run it inside Unity, I'm having no issues at all.
Bulbassaur just fine:
I am fairly new to coding in Unity, so I'm not having any success investigating both projects to find what's wrong. Any suggestions on how to troubleshoot this?

Related

Lighting looks diffrent in my project in Unity than this project in Unity

I am following a tutorial series on Youtube. Here's his channel btw (https://www.youtube.com/c/SebastianLague). On the github repository (https://github.com/SebLague/Procedural-Landmass-Generation) that comes from the video series explaining how to implement procedural generation (https://www.youtube.com/playlist?list=PLFt_AvWsXl0eBW2EiBtl_sxmDtSgZBxB3). I've followed his tutorial series up to episode 6. I wanted to compare what I have done and what he has done to see if what I wrote matched what he wrote. Everything seems fine expect for the lighting of the scene. It has boggled my mind since everything seems to be the same. I have the same project settings as the other scene. Here are some screenshots of what I'm talking about.
Sebastian Lague's Project
My Project
My theory is that it has to do with the version of unity I'm using, but I honestly don't think that's it. It's just weird that this is the case.

Is there a way to convert a game made with ImpactJS to Unity?

I know that is possible export Unity projects to WebGL, but is there a way to use code from a ImpactJS project on Unity?
I checked the web for converter and found none, so unless I missed something, what you are trying to do is impossible.
There is always a way to convert. Sometimes it may require some manual fixing. Generally most languages are similar enough that you can automate many parts. The art assets are often re-usable, for example.
No. Unity converts it's own framework and system of gameobjects and c# code that you write into WebGL code.
However, if you have computing and business code that does not do much with the canvas/UI then that code can be copied over somewhat. For code that is purely computational or business logic, you can use any online tool to convert javascript into C# code with some success.
My guess is that if most of your code dealt with the canvas and UI and interaction, that none of that code will be able to be reused.

Make character face from photo for unity

I'm new to Unity 3d. I'm trying to create human character with face generated from photo. (to give real face look) I tried UMA 2 plugin, but it does not support changing face. I searched and found 'Avatar Maker UMA' can do it. Avatar maker UMA has low quality.
Is there any other way or software to create character from photo and use it in Unity 3d? Would appreciate any sources.
For the Unity Engine is quite impossible to generate faces, you should to it in another system but I want to share with you some ideas from the internet:
Can Unity generate faces?
"Yes and No.... Unity has zero support on this feature out of the box, in fact unity has virtually nothing in this regard, it engine that you design. that's what makes it so versatile and malleable. your problem has virtually nothing to with unity its self. in other words unity won't do it for you but it can be done within it.
but is probably possible if your willing to work really hard at it, many things are possible within unity that it does not come with. however generating 3d detailed meshes from a picture is a really daunting task, your basically need to do some edge detect algorithms... Oh god, its... its nightmare. its even harder because you going straight from scratch.... look I strongly suggest you get real good practice in programming and a really good understanding of how the 3ds does that exactly or you will be in the dark on this one.
Unity has a MeshClass that you will need and the webcam texture.
http://docs.unity3d.com/ScriptReference/Mesh.html http://docs.unity3d.com/ScriptReference/WebCamTexture.html
you can use that for the actual generation. but as i said, it is an absolute nightmare of a job.
I hope this answer's your question"
But there is a new plugin that maybe can help you, it's called AVATARSDK and can generate 3d faces.

Using MRTK 2.4.0, Unity, Tutorials Do Not Work, Can't Figure Out How to Configure it to Work

Brand new HoloLens 2 using latest versions of all the tools. I can't get the most basic tutorial to produce the expected output. I have done the whole thing multiple times to ensure I am following the directions exactly. It builds in Unity and loads to my HL2 device. I have gone all the way to lesson 6 and things don't work as the documentation says. Can anyone point me to something that actually works for a point of beginning. Right now MRTK is just a trial and error operation. Thanks
There is a pretty annoying problem in the MRTK which is about 'solvers' and project built in Release ARM64.
MixedRealityToolkit-Unity Issue
It's probably a very specific case for a lot of people but I was naturally building like that all of my projects and MRTK demos and nothing was working as expected.
I spent a lot of time to identify what I was doing wrong.
Maybe you are in this case ...
As others guys asked, we need more infos about what is not working, your differents tries etc .. to help you.

Exporting lightmaps to another project - Unity

We are currently working on various project as a team. As such, we often have to transfer scenes and such from one project to another. However, we have a problem concerning the lightmaps.
When I take my scene, make a package out of it all (lightmaps included) and then export, when I import in the other project, the lightmaps are there, (as in, in the "Lightning" window, they are present and loaded) but they just don't apply on the scene. It's like they aren't here at all.
And so we have to rebake everything, which makes us lose hours of work. (And as the graphic guy, it frustrates me that I have to wait two times)
Any tips on how to deal with this issue ?
Thanks !