I am doing one of Unity's official tutorials: Survival Shooter.
Unity version: 5.3.4f1 Device: Macbook, OSX 10.11
http://unity3d.com/learn/tutorials/projects/survival-shooter/environment?playlist=17144
The problem: Baking process completes almost instantly and the floor is not highlighted by a blue mesh (where highlight should mean that navmesh is calculated for there).
Here is the screenshot of it:
Then, I checked the completed scene (which was already created by Unity Team), it showed the floor fully highlighted. I just hit the bake again without touching anything and the same problem happened. So, there must be something else as I tried the original scene file without changing anything.
What am I missing here? Is there a Unity editor setting or something like that which can break the baking process?
When baking a NavMesh for your game, a crucial thing to verify is that every object which should affect navigation is marked as a Static GameObject, or at least Static for Navigation. This setting may be found in a checkbox/dropdown at the top of the properties Inspector:
It sounds like the floor object in your scene hasn't been marked as Static, meaning it won't factor into the NavMesh baking.
Related
I saw the scene OutlineExamples in the MRTK examples package and recreated it in my own project.
The outlining works if I stay in unity in play mode. But if I deploy it on the HoloLens the object does not get a outline effect.
The OutlineExamples scene from the MRTKHub-project works as excpected on the HoloLens!
So I guess I missed something in my own project, but I cant find it. I compared the setup multiple times, but cant find a difference. And I also used the simplest object (the cube) from the example scene.
Setup for the cube
(the screenshot shows on the left side my project and on the right side the mrtkhub-project):
Mesh Filter (standard)
Mesh Renderer (standard)
Box Collider (standard)
MeshOutline with the Material "OutlineOrange" or "OutlineGreen" (added)
Object Manipulator (added)
Constraint Manager (added)
The only thing that I had to setup after adding the as "added" marked compenents, was the material for the MeshOutline component.
Is there something else someone has to setup to see the outline shader on the HoloLens?
My Setup:
Unity 2020.3.30
MRTK 2.7.3
Visual Studio 2019
What else did I check?
The XR Plug-in Management is set up the same way
--EDIT
I noticed something strange and I guess this will help someone who knows more about shader!
I launched my application on the HoloLens, grabbed the cube and put it in front of a window in my room. While placing the cube in front of the window, I saw the outline! But as soon as I move it outside the window area, the outline disappears! Another aspect is that I'm using the spatial mapping from MRTK. That means that the window does not get meshed, only the walls. And I guess the walls have their own shader on it, right?
So the spatial mesh shader and the outline shader "dont like each other". Is this possible?
The user derHugo gave me a hint that led to the solution! I went to the material, that I use on the cube and changed the property Render Queue Override under Advanced Options to a higher value than the material MRTK_Occlusion, which is used for the spatial mapping, has.
I'm a Computer Science
Engineering student. I'm currently working on a Uni project using Unity to build a 2D game. Until this morning everything was fine, but suddenly after some work on a UI Manager Script in my menu scene (Scene 0) when I tried to play the game some gameobjects (apparently random) stopped to be visualized on Scene View and on Game View in the Level scene (Scene 1).
I can see all gameobjects fine on camera preview and they all are active in the hierarchy, even all colliders are working.
I tried to look on the web, but I can't find any solution or any similar case...
I don't really have any ideas, I'll be really glad if someone can help me. Thanks.
Check the Material variable on the Sprite Renderer component and make sure it's set to "Sprites-Default". In my case, the material for the hidden objects had somehow changed to "None" while I was working on a little postprocessing effect.
Edit: Here's how the material changed. Adding a SpriteGlow script from a package which works with postprocessing had first turned the objects' SpriteRenderer material from the original "Sprites-Default" to "Sprite/Outline". Upon removing the SpriteGlow script component from the object, the material became "None" rather than defaulting back to "Sprites-Default" and that was when I stopped seeing the objects even though they were present in the scene. This is most likely your problem too since you said every other thing like collision works and the objects are definitely present in the scene.
Before I have real-time lighting because of the performance issue, I decided to do light baking for my 3d game.
So I have mark 3d environment as static because it remains on screen always without movement.
Also changed direction light mode to Mixed because I have few moving game objects too.
But after the baking process gets completed, I got this kind of output:
In above, you can see in the above image what happened with my environment after baking and I have also included light settings if you need it.
You have to enable lightmap UVs in your 3d imported model file.
I got this reply from one Unity forum member so exact wording, I am posting here:
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.
I'm trying to do some Augmented Reality in Unity using the Vuforia plugin. I've managed to get everything working (I'm using a 3d model of a car), only the position of the car relative to the marker is wrong when I come to preview it (click the 'Play button at the top and watch through the computer's camera - is 'preview' the right name for this?).
It should be sitting on the the marker in the center, but instead it's floating above the marker and off to the side by quite a bit. The positioning is definitely right in the program itself, so I'm not sure why this isn't reflected in the preview.
Also: at the moment the car is simply an untextured grey object. I realise the textures are included in a subfolder, however I can't drag the entire car's folder (including the Textures subfolder) into the ImageTarget, only the .3ds file itself. Does anyone know how to apply the original textures to the car?
Thanks so much for your help in advance!
Ben
Well, to start answering your question about the drifting away part, you've probably got a Rigidbody attached to your Car? Well, if that's the case, then Go to the Inspector where the Rigidbody is and you'll see constraints.
To avoid it floating off, you might want to check Freeze Positions for whichever direction it needs. Probably Y axis.
Now, I'm not entirely sure if you're using Vector.AddForce to move your objects, but if you are then just check if your car can move if you've put all constraints on.
If you can't then in your code trying using Object.Rigidbody.SetActive(true) when you need it to start moving, and Object.Rigidbody.SetActive(false) when its done.
On the other hand, if you aren't using Vector.AddForce() then remove Rigidbody component if you've used it.
As for the material. If you've got the material in your folder that you've downloaded then just drag and drop it into Assets. Now sometimes your car may be one solid mesh, but some times it may be multiple meshes. So which ever the case. Drag the material from your Assets onto the Hierarchy panel over your car mesh/meshes and it should turn into that color.
Hope it helps. :)