Hi guys is it possible to rotate the yellow cube(Box projection bounds) outside the reflection probe.I tried to rotate with Transform component but nothing happened when I rotated it.Pictures of the yellow cube
This is currently not possible, as mentioned in this Unity Forum post.
It's not something that's currently supported and may not be due to the extra shader complexity for what is probably an uncommon use case.
There is a Unity Feedback Idea regarding this problem, which means that the Unity Team will maybe implement it in the future.
Related
I want to have the friction of a Physic Material depend on the direction. I found this documentation from Unity 5.2 that lets you set two directions and friction coefficients but that is missing from the newest api. Is there a way to do this in the new version or am I going to have to do it manually?
I'm trying to use wheel colliders to provide similar functionality but they are behaving very strangely. They fall through the floor, jump unexpectedly, bounce weirdly.
This is a very good question as I was having the same problem a while back!
Unfortunately, what I have gathered from both unity developers and the current documentation is that the feature you described is not implemented into the current Unity engine as you have assumed.
Some work arounds that I would suggest is reverting back to a previous version of the engine if you are able or create your own friction system that would take data from the velocity vector of a physics object to determine which direction it is travelling. More information on finding a Physics object's velocity can be found on this page https://docs.unity3d.com/ScriptReference/Rigidbody-velocity.html
Best of luck on your Unity Project!
I know Unity Terrain isn’t the most robust thing but has anyone ever seen this issue where a plane (in this case, the water) clips trees/details at certain angles?
I had the same issue with a particle effect that I was able to fix by creating a unique Sorting Layer, but Sorting Layers in 3D...?
Anyway, I have never seen this one before, so hopefully, one of you knows how to fix it.
Is your water transparent?
I had this problem and it was because the water's transparency shader was rendering in front of the detail transparency shader.
I haven't found a solution so far. I just switched my water to an opaque shader...
Try switching your water to opaque. If that fixes the problem than you know it's a problem with the detail/water transparency shader.
In Unity is there a way to stop the camera rendering few objects or lets say far away objects so that it is more performant? I can achieve this with adjusting the far-clipping plane. But I also want the objects to be seen by camera. Such that the objects are visible in the scene but not rendered by the camera? This is specifically for VR purpose. Is there a way to achieve such an unusual thing?
If I understand correctly, you're asking for something to be visible but unrendered. This poses a conflicting problem, as rendering something is the process of making it visible.
Normally, you'd work with not rendering things outside of the viewport and LOD (level of detail).
LOD
Basically rendering things far away with low level of detail, making the game more performant. You can see how to set it up here: https://docs.unity3d.com/Manual/LevelOfDetail.html
Occlusion Culling
Culling is partly done by Unity, as can be read here: https://docs.unity3d.com/Manual/OcclusionCulling.html
There might be more answers than this, I'm not sure I fully understand what you wish and I am not a game designer by profession so my optimization skills are sub-par.
I am building a game where everything behind the player is greyed out as if it lives in a memory. But I don't know how I can achieve this effect. Is this where shaders are being used for?
Now I can create a SKLightNode to create the lighting and make it dark around the edges. But I like to field of view for the character to be 120 degrees. Everything outside of that angle should be greyed out.
Of course in the future I like the view to be blocked by obstacles but that is outside of the scope of this question.
A desaturation shader for SpriteKit can be found at my blog post on that subject. Note that this works in terms of an input texture, so you may need to adapt things to work on top of a tiled background. Also note that there is a new iOS 9 API to support capture of the output of a whole node, which may be useful to you in implementing this.
I'm new to Lighting in 3D. Just started working with Unity3D. I was creating a sample for myself to test shadows and there is a problem.
As you can see that i have created two simple walls with two cubes. Also I have setup a directional light. Let's go the backside of the walls to view the problem
Technically the front wall should be blocking the shadow of the back wall. But it is not. I have painted a read line to show that where the shadow of front wall is overlapping the shadow of the other, meaning going all the was through the wall. Why is that happening. Help please...
set your shader to DIFFUSE. i have the same problem and solved this. my spotlight is passing thor
that is interesting indeed, i have used unity3d for 5 plus years and never seen or noticed this. however, this might seem like a weird request, could you set the ground and the two cubes to bumped diffuse and make sure the cubes are touching the ground.
Since the shader that is used might allow shadows to pass, secondly, could you go to player settings and check if you are using forward of differed rendering, since their lighting techniques are very different they might have different results.
but all in all, best guess is that the shader you are using allows shadows to pass.