Unity3d Ugly Road Seams - unity3d

Im trying to make a road in unity3d with blender, but when i try to make the piecing together i get ugly seems where the roads come together..
as of now my road is just a plane, should i make this to be a full box instead?
This is the seam:
And this is my model:
EDIT:
I managed to fix my problem by turning all my planes into boxes..
like this:

Your images are so small it is hard to understand issue from them, anyway as i understand your moddel's edge's are seem weird right?
Did you try to look them after the compile, editor scene show much more ugly because it needs to be fast but after compiling and playing it look much more nice.
And also you can make some post processing to get better quality.
I think i could not manage to tell in the best way but i hope it can help you...

Related

How can I fix this weird third person camera behavior?

Ok, so I've been playing a lot of Devil May Cry 1 recently and I found out that I really like third person Hack and Slash games. So I wanted to make something similar using Unity. The character controller I've set up works pretty well for my needs. There is just one problem. The third person camera (Free Look Camera) has like this weird FieldOfView-Change whenever the character is moving.
Click here to see what it looks like right now!
I tried fixing that by changing its properties on the side but it didn't help at all, heck, it even got worse.
Maybe there is a really simple solution for it but I didn't get there.
All I want the camera to do is follow the player smoothly (which it does) but without doing that weird Snap-Back-In-Place-After-Player-Has-Stopped-Thingy (which it does not).
Have you guys got any ideas?
Thx, Anton
The problem is with Cinemachine. From the camera, I can tell this is what you're using. Cinemachine has a lot of options, but you need to locate damping and turn that off if you don't want that delay.
Hopefully this resolves your issue!

Hair bouncing bones in SceneKit

I'm developing a game in SceneKit (iOS 13) and I want to add realism to the movements of the character.
The character has hair with a skeleton-bones, so I can make it bounce programmatically. I want to rotate the bones in a natural way so the hair bounces.
What's the best approach for this? As soon as there is no-movement, I want the bones to return to the original position.
Here is a reference of how bones are placed:
After some research and surfing the web I found an example of exactly what I want to achieve, and it's called: Inverse Kinematics
Hope it helps anyone who wants to achieve this. Here is a GitHub repo I found by Robert-Hein Hooijmans.
https://github.com/roberthein/InverseKinematics
(I don't know why it got -1. Either I didn't explain myself correctly or people are being subjective. Yes it's a rant.) (If anyone here can tell me the reason they think it got -1, let me know!, I'm here to learn how to post)

Pass spotlight's light to the other side of a mash

I have a spotlight in front of a mash:
And I would like to see the circle of light also from behind the mash. I would also love to have the light a bit diffused like lighting a piece of fabric.
Any tips about how to achieve this?
Thanks alot!
TL;DR the effect you're trying to achieve is not possible in the manner you're trying to achieve it in.
You've essentially got two or three options here. And you may want more than one of them.
Set the mesh to not cast shadows. This is pretty much the straight forward solution. It's not going to change the...texture of the light ("make it more diffuse") but it will mean that the light will illuminate other objects behind it.
Use two lights. One light will illuminate the mesh and only the mesh. You'll have to use physics layers for this, and layer masks. The second light--which is more diffuse than the first--illuminates everything but the mesh.
Along with #1 and #2, there's a thing called a cookie that might come in handy.
There might be a solution involving custom shaders. Not having explored this in the past myself, I can only say "it is a research direction I thought of." Research it. (Note: Shaders are complicated and Hard).
Writing your own lighting solution. This is probably the most advanced topic I can suggest. By which I mean "this will solve your problem, but keep in mind, there's about 40 years of research already been done to come up with the models we have which don't solve your problem." We only started to get subsurface scattering as an option in the last three to five. Now you want subsurface scattering to affect the light cone for other objects. Sooo...have fun with that.

Unity 3D - Make the "ORI And The Blind Forest" WATER Style

Is there any possibility to render something like the pictures?
I searched a lot about it, but nobody seems to know how to start. What I desire is not of such perfection, but a way to start trying to make something beautiful as much.

Correct terminology for animated characters for iPhone game

I have a guy on freelancer.com that is doing my art for me for my iphone game. Well, I need a 3d character similar to temple run (but does a bunch of other stuff) for my game. I know this guy is really good at 2d and 3d animation, but whenever i try to explain what i need, he says things like, "thats cool, could you please show me the game, that way it would be easier for me to make your video." Im just a little nervous that he doesnt understand what i need. I need a character with several short animation loops, not a 'video'. The guy is also from india, so I think is english is kind of bad and he may not fully understand me. What can i say in terminology to get him to understand what i need. Im pretty sure what im looking for is a 'sprite'? but what is this, can someone just please give me some terms to explain my project.
The terminology you could be looking for might be "sprite", like in the game "Donkey Kong" where pre-rendered 3D animations are converted to 2D animations.
Sprite is probably a safe bet. Even if it isn't the iOS standard, people will understand you because it's a widely-used convention.