Black 3D Models - Unity3D - unity3d

I just recently started using Unity3D, and have imported this object from Sketchfab. When I imported it, it provided all the necessary textures and meshes, but it's all black as shown in the images below. It's the same case for any other object I try to add from the asset store. I've tried to fiddle with the light source, but that doesn't seem to work. Thank you in advance.
Edit: This is what my mesh properties looks like. I have selected "pearl_body" and it's still all black.

You need to expand your model in the Hierarchy(left panel) view untill you will see Mesh Renderer component in the Inspector(right panel). Then you will be able to set the material. Probably you will need replace lambert45G in the material view with BaseTexture.
That should fix the problem.
You can read more about materials here, and about mesh renderers.

I had the same problem and found a solution. Not sure if it will work in your particular case, but here it goes:
I had a model that worked fine in unity until I rigged it, then it looked black. What caused this was that I applied a Smooth modifier after the Skin modifier. I solved it by:
Saving the Skin modifier info by clicking on "Save" at the Advanced tab.
Reset Xform / convert to editable poly / smooth modifier (needed in my case as I forgot to use it when the model was finished, before rigging)
Convert to edit poly again.
Apply skin and load the previously saved skin file.
That's all. Cheers!

Related

Unity Transparency Sort Axis doesn't work

First, My goal is render sprite objects as below.
So, I set Edit>Project Settings>Graphics>Transparency Sort Mode as "Custom Axis" and Transparency Sort Axis as (0,1,0).
But it only works in the Scene View. When I run play mode, the Transparency Sort Axis I set automatically return to the default value - I mean, Custom Axis + (0.49,-1,0.49). Then the objects' states in the play mode are as below.
I've been suffering from this problem over than a week... because as far as I remember, when I was much more unskilled Unity beginer and tried some tutorials, the setting I set in this way worked in the play mode without any issues.
I think maybe the reason is in the asset I imported because when I made a new project without any asset and tried exactly same procedures, it worked.(transparency sort axis didn't changed automatically during play mode). But I'm still not sure about this problem's reason yet and don't know how to fix it.
Could you please help me solve this problem?

how to fix not having filter mode in Unity

Hello so basically I want to fix my pixel art in unity and what i have found is that i should change the filter mode to point but the thing is I don't seem to have filter mode ( I'm new to Unity ) if u can help would be amazing ;-;
To properly setup your pixelart assets in Unity, you should change some default settings in the import asset phase.
In your project window, click the Texture you just imported and look at the Inspector Panel.
You need to change these two settings:
Filter Mode to Point (no filter)
Compression to None
You can also consider to change Pixel Per Unit setting, which basically is, as the tooltip says, how many pixels in the sprite correspond to one unit in the world.
This setting can help you to easily understand the correspondence between the dimensions of your texture/sprite and the units of Unity (it's an habit to consider 1 Unity Unit = 1 meter).
Of course, if you do this, you should chose a standard Pixel Per Unit value and use it in every texture/sprite you import.
This is found in the Texture Inspector.
Click on your texture asset in the project window.
In the inspector you should see all the options for your texture.
You can also do this from code
public Texture myTexture;
...
myTexture.filterMode = FilterMode.Point;

How can I create a button using mrtk 2.4 and Unity 2019.4 (AR for Hololens) with a custom shape?

Hello.
I'm trying to create a button which is shaped in a custom, trapezoid-ish shape.
so far I've tried manipulating colliders on regular MRTK - toolbox buttons, and using
a 3d model as the button (like in Hand Tracking Example 1) with the scripts that the
documentation suggests (NearInteractionTouchable & PressableButton) so far with no success.
So, is there maybe a different way to create a custom shaped button for my Hololens UI?
thanks.
After my test, the guide How to make a button from scratch works fine for me. If you got that issue while using this document, did you adjust the Press Setting after adding the PressableButton component? The default distance data may be invalid, you need to reassign the distance values according to the actual size of your 3D model. If it still cannot work after trying it, please feel free to feedback.

Unity changed my image asset. How do I fix this?

I imported a PNG of all of the textures I want to use in a mobile game and when I went into the sprite editor, I noticed that the edges of the sprites were "fading" into the transparent background - and the transparency changes throughout this "fade". Autodesk Sketchbook does something similar when I open the image in it, but GIMP, MS Paint, and Windows Photos don't. I was going to put pictures of what I'm talking about here, but Stack Overflow says I'm not allowed to yet. How can I fix the problem? Is there a setting in Unity that I can change so it doesn't add the "fade" or do I have to change the file format and import it again?
EDIT: I have created an Imgur album with pictures of my problem. Basically, Unity is blending the colors of the sprites and it's blending the alpha too. Also, I made the textures bigger at one point and that improved the problem, but didn't fix it completely. Here are the pictures: https://imgur.com/a/6HGm3fy
EDIT #2: First off, someone commented trying to explain what I was seeing in my imgur pictures and I asked how to fix the problem he was describing without realizing that you can't properly reply to comments, so I'm asking again, how can I fix it? Second, I just tried messing with anti-aliasing in the quality settings of my project and got this error: "Setting anti-aliasing of already created render texture is not supported!" I didn't think I had any render textures - just regular textures - but when I double-clicked the error, an unnamed render texture with an illegal size (55x110 pixels) showed up in my inspector. Changing its settings doesn't seem to do anything, but in the inspector, it still looks like it was changed. What am I seeing?

Projecting texture without adding border to it

I have a problem when using the projector with an image as a texture. How to set wrap mode neither to repeat nor to clamp texture?
I want to get this:
and not this:
(Images are from this tutorial)
I run into few solutions to this problem and all of them use Advanced Texture Type which is not available in newer versions of the Unity.
"...What you'll want to do in that case is go to your texture, change the type from Texture to Advanced..."
Is there any replacement for that problem?
EDIT:
As #Gunnar B mentioned, I haven't realized that in the tutorial 1px border is used, so selecting Advanced is not a solution to the problem.
So my question is how to get projection as seen in the first image without adding the border?