I have sought for the answer for so long (15 minutes :D), please help me! Thanks!
The blue you are seeing is the default color for the camera when you set The clear flags variable to SolidColor, so your camera is probably okay..
Its most likely behind your sprites. Check the camera's Z position, and place it front of them, unity's 2D is actually 3D, you can switch to 3D mode and see what's ur camera's position in the z axis.
edit: Just switch to 3D mode and see it, your camera is a child GameObject, so the coordinates are in local Space,it'll be hard to tell wether or not the camera is in front of anything.
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im currently working on a Unity project and im trying to make the skybox rotate vertically but so far i've only been able to make it rotate horizontally. Is it possible to make it rotate the way I want or am I just wasting my time?
#1 You should show what you already tried in your question. Explain exactly what you are doing and include any code.
#2 I dunno what you already tried so I cant help you there, but if you cant get it to work here is a workaround...
Make a skybox camera, then you can rotate that camera any way you want.
make a new camera
give it a smaller depth value than your other cameras so it renders 1st
Set its culling mask to nothing and clear flags to skybox so its only rendering skybox
Set clear flags of your other cameras to depth only so they render whatever meshes they see on top of your skybox cameras image.
I have a quad with a texture filled in on top a camera. When I added directional light, it shows a glare in the center. Earlier, I had it right, but now not sure why it comes. Below is my unity camera game with center glare & scene
It seems like a point light to me. Try to enable 3d view and move on the z Axis. See if that helps.
Check if you have DrawHalo on the DirectionalLight enabled. Otherwise you might need to adjust the specular/metallic settings on your quads material.
How would i go about creating as a background for a 3d scene a plane with a texture that stretches into the horzon? I have tried a skybox but i think a skybox will also be needed "behind" the infinite plane.
It depends whether you need to have an actual geometry that will be seen from close up - if not, you can bake it into the skybox.
In some cases (i.e. when the user has stereoscopic display on their head) you will need to have actual geometry.
Its not exactly clear from your question if you want to create a 'floor' or a 'wall', but in both cases I would link it with player position somehow. A floor could follow players X an Z, while a 'wall' could be made a child to the camera, this way it would never leave the viewport.
Skybox would still be the cheapest by a significant margin, we can give more advice if you provide some additional information. i.e. what are you trying to achieve
I have 2 directional lights in the scene, light 1 is parallel to the Y axis (I want it to make a shadow underneath the sphere), light 2 is parallel to the x axis.
I have some barriers(3d cube objects) that are moving to the left side of the screen( velocity = (-20,0,0) ).
I want the barriers to have a consistent color/shade while moving through the scene. When the object is on the right side of the screen it is darker and as it moves to the left, right before it moves off the screen, it gets brighter. I can't figure out why!
What I've done:
I found if I remove all lights from the scene the effect doesn't happen.
I've removed all other objects from the scene.
In the lighting options I've turned off RealtimeGI and Baked GI.
I've removed the Skybox and turned Ambient Intensity, Reflection Intensity to 0.
Here is the effect to help understand it more:
Barrier
Barrier moved
Thanks if you can help me out!
It looks like it had more to do with the orthogonal camera. I noticed that if I move the camera source point further away, the effect disappeared. My guess is the angle of my camera and how close it was to my main scene intensified the color so it showed it as brighter.
That is my guess anyways, If someone has a better answer please let me know!
I'm currently working on 3D insects in Unity, and I want to create a material that mimics the way the mantis or the damselfly eyes behave, especially the little black spot in the middle. For the moment I have a very fine material that makes everything I need, but the reflection cubemap I use for the blackspot is aligned with the world axes by default. Which means that the black spot will only move when I move the object, but in my project only the camera is moving.
Hence my question, is it possible to align the cubemap with the camera's axes, so that when I move the camera, the "front" of the cubemap stays in front of the camera, and so on?
PS: I haven't really messed with shaders yet, so perhaps I just need a line of code or something, please feel free to write it!