I copied a project over from a different PC which had multiple scenes that needed to be baked.
The problem is in this one scene there are several different objects that textures seen to be stuck on black, even though I've changed the color of them. Some materials that where imported also seemed to be grayed out and I couldn't make any changes to them.
I'm not sure whether this is a baking issue or something to do with the material. I have tried to put the object on a different layer and used a real-time light and it does make it lighter but still nowhere near the color i set it too.
There are some textures/ Objects that are used in different scenes that seem to work fine but in this scene they don't...
None of the settings have been changed and it is the same version of unity on both PC's.
The issue:
What it is supposed to look like (from previous version):
Related
I've been working on a fairly large project in Unity. Until recently, we weren't using universal render pipeline (URP) and made that change. When we did, all the bloom effect we already had in place to create a neon glow look for our game disappeared, and everything looks opaque. All the tutorials I found say that it's fairly simple to add this effect, but I can't make it work. I'm starting to get suspicious of the Cinemachine in the main camera, since it's brought us problems in the past. I'll just state some of the things I've tried:
The post processing checkbox is ticked in the camera view.
My materials have emission turned on with colors that used to work before URP.
The camera has the volume component, with an override of bloom and the values of intensity and threshold super high.
I've also dropped a global Volume in the scene with a volume component with bloom effect (one solution suggested I do that)
I think that's everything. Please let me know of any suggestions!
pink build
blue build
To preface this, we are using Unity 2019.3.0f6 and URP 7.2.1.
About 1/3 of the time we load a scene of our game (in build only) it is tinted pink with an orange strip at the top (pictured in “pink build”) or blue with a green strip at the top (pictured in “blue build”), until you enter the next scene. The other 2/3 of the time the screen is fine.
After looking through the shader compilation in the log, it appears that all of them are loading (nothing in the output changes between when pink/blue build happens and when it doesn’t). We then tried turning on and off different components on the camera just to isolate what might be causing the problem, (as the tint effect only happens below the Unity canvas so we thought it might be a problem with the camera/postprocessing).
We’ve narrowed the problem down to the Bloom Override on our Volume Profile on the Volume Component for Post Processing. Turning off the Bloom Override makes the problem go away in build, but we would like to keep the Bloom effect.
the volume component
We’ve tried printing all of the values under the Bloom Override to see if there is an anomaly when it does the pink/blue v.s. when it doesn’t, but there is no difference. Literally nothing is different in our logs when it works and doesn’t work. The only thing we know for sure is that turning off the Bloom fixes the problem. If anybody has run into this, this is a desperate call for help, because we have absolutely no idea where to go from here.
graphics settings screenshot 1
graphics settings screenshot 2
This is probably, a rather individual problem. Since people with a similar problem have not yet answered, I will advise a general and simple solution. Create a new project, where there will be new settings URP, and already add a bloom effect in it. If everything works well and bloom works, then transfer these settings to your project (preferably create a backup, just in case).
If that doesn't help, then as an option, try changing other settings that appear before 2/3 of the game works well. Maybe it's some individual effects, that create a problem. Or according to my assumptions, in a vignette. It can also be in a sprite, that is drawn on top of the bloom (It is advisable to do all this, in a separate backup, so as not to accidentally break the project). Also, the problem may be in the camera, if the URP settings, sprites, etc. work well, and the bloom effect should not fail.
As a last resort, if this also does not work, then try to send a complaint to Unity support. There is a possibility, that this may be a mistake in the bloom effect itself.
Although I will assume that bloom removes the problem. But the error is in something else, and is displayed at the moment when the bloom effect is turned on. But since the URP is quite new, I do not exclude that this is a mistake of the bloom effect itself.
I had a similar problem in the past, it fixed by changing LUT size to (16 or 32 or 64...), in urp asset settings/ post-processing.
The Addressables Package has been imported and configured in Unity 2019.4.16f. In the first two modes (see Fig. 1) the project works correctly.
But in a running project with Use Existing Build, the following problem occurs:
Objects created from prefabs with preset sprites on stage and in the game have different sprites. In this case, the correct link is set in the Image component, but the image is different.
Here's what I noticed:
If, in the running application, replace the sprite in the Image component with any other (or the same) one, then it will be displayed correctly (turning off / on Image does not give a result).
The problem affects only the preset Images in prefabs, which do not change during the execution of the application. And it looks like those sprites that are in Packages (or in atlases, I'm not sure) could not be reproduced with "custom" ones.
Prefabs are loaded into the preload scene using Addressables.
Then there is a change to the main stage. On it, objects are created from prefabs in the usual way (using Instantiate) they are created through a factory.
Please let me know if you encounter a similar problem. Would like to know if this is a bug in the package.
I am currently using Unity 5 to setup a small game so that I can see the assets I recently made in blender in action.
I have created a uv-map in blender and added the necessary colour (it works and displays nicely and blender) but it doesn't seem to work in Unity. What I've done is created a material, chosen the uv (under the albedo option) and then applied it in the skinned-mesh renderer of the object but it colours the entire object only one of the colours included or it just doesn't colour at all. I tried messing with the import options (swapping the UV's) but it doesn't seem to work.
Any help would be greatly appreciated.
Is there a chance you've been tricked by the annoying new button in Unity's "new" shader,
To change the :actual texture", it's called Albedo which is annoying.
You must click precisely the little "dot" shown below!
The "little dot" is between the small square, and the word "Albedo".
Then, a selector panel appears. HOWEVER there is a soft bug: When the selector panel appears it immediately goes to the back of all windows.
Many people, certainly myself, get fooled by this. It's quite annoying.
So, hopefully the problem is just that you have not yet selected the texture to display, considering the "tricky button issue" on Unity's "new" universal shader.
Been working on a new project after moving to Unity5 and the materials are creating these weird effects. It generates a line in the mesh and causes one half to be lighter than the other.
Picture here: http://i.imgur.com/OrwLZDN.png
I'm unsure if it is because of the way the material is set up or the model, however I have checked both and reexported the model multiple times in different formats and the result seems the same.
Any help?