I recently downloaded Unity and am working my way through a couple of the beginner projects just to get a feel for the environment. I ran into a problem, though - when I apply directional lights to the scene shadows aren't appearing. I've tried switching to hard shadows, ensuring that I don't have more than one directional light throwing shadows, ensuring that I'm using DirectX 11, forward lighting, making sure in Player options that shadows are allowed, checking the hardware specs required to run shadows in Unity - basically everything that's been suggested in other questions. Has anyone else ran into this problem? How did you fix it?
Edited: Ok, I kind of fixed it, but in a really strange way. After a bunch of searches, apparently DX11 doesn't play nice with Unity on Windows 8.1, so I've gotta use the command prompt, -force-d3d9, create a completely new project, and then uncheck the "Use DirectX 11" button.
Further update: After messing around with that for a bit, apparently if I close Unity at any point while doing this it refuses to open the project without DirectX 11 enabled, even if I force DirectX 9. If I don't force DirectX 9 and just open the project, none of the things I'd put in the scene appear. So, basically what I've discovered is that to get shadows, I've gotta create an entirely new project and then never close Unity ever at risk of losing it. Any further help is entirely welcome.
I had a similar problem, switching DirextX 11 off to show shadows then Unity crashed. I opened Unity again, luckily my scene could be restored, but DirextX 11 still stayed enabled.
What I did was just hid "Scene" and "Game" panes by showing other panes ("Animator" and "Console", to be precise) so that any graphics wouldn't be refreshed on screen when I switched DirectX 11 on/off. Doing so, Unity didn't crash, but as soon as I displayed "Scene" pane, Unity crashed immediately. So without displaying graphics I saved my scene/project, closed Unity, and opened it again then I could edit my scene with DX11 disabled.
Well, this might be a voodoo thing, but just for sharing my solution.
Related
I really searched a long time for a solution of this problem, but I couldn't find it. Maybe one of you know, how I can fix this problem.
I created a Unity VR project for the Oculus Quest 2 and downloaded the Meta Avatar Plugin. I followed this tutorial on YouTube.
Everything is working fine during the Game Mode in Unity. But when I am building it, the Avatars has completely white textures, like in this screenshot.
I am using Unity Version 2021.3.5f1.
I think it has something to to with the building process/ Shader setup from Computer to Android, but I am not sure where or what I can change to make it run.
Does anyone has an idea?
After one day it worked suddenly. I think it was the answer from Philipp, with the Graphics settings:
Try this: Click on your relevant surface in Play mode and check what Shader the Material is using. Then stop, and go to to Edit -> Project Settings -> Graphics. Scroll down to the Always Included Shaders list and add the Shader you noted before to that list. Now compile again and see if the issue persists. (If it does, you may want to look into e.g. the Player -> Color Space setting, which can be Gamma or Linear.) –
Philipp Lenssen
I am making a 3D game in the Unity Editor. When I started making the project 2 days ago, everything was fine until now. My issue cannot be described, but I can share the images of what happens in the Scene View as I get closer to objects:
Here is when I am a bit far from objects. You can see the gray part starting to pop out from the bottom:
Here is the image as I get closer to the objects:
As soon as get very close, you can see the objects disappearing. 2 of the 4 boxes are not visible completely, 1 is a bit out of render, and the capsule(the player) is completely invisible:
This has suddenly started to appear on my Unity Editor. Please help. I don't know if this is a bug or I am doing something wrong, or any setting is incorrectly set.
Ps:- Please do comment if you require any of my scripts or any other details. I don't ask questions very often so I don't have much idea as to what kind of information is required.
To everyone seeing this in the future, here is a very simple solution to the problem, if you face any issues.
I have tried, and you can try the following steps as well.
1)When in the Scene View in Editor, click on the small camera icon on top of the Scene View Window and uncheck the option Dynamic Clipping. This should solve your issue.
2)Although this has nothing to do with the problem, however, there is a chance it is an Editor Bug, so I recommend updating your Editor to the latest version, to see if it fixes the issue.
So I had a project that I created using unity 2017.3 now I decided to move to Unity 2018.2.18f1 and notice a very annoying problem that I can't seem to solve,
the lighting in the scene window got way too bright on the other hand in the game window even before hitting play it shows the correct light. here is an image of the issue:
I tried everything out there that worked on past versions with no results, trying removing auto generate and generating the lightmap manually, tried to change the reflection source from skybox to custom didn't work.
although in the game it self the light is correct so it didn't really break the project but it is really annoying designing levels this way
any insight on this would be great.
Sometimes, issues occur when upgrading a project to another Unity version. If the issue is related to lighting do the following in order:
1. Delete the lights in the current scene then create new lights. For some reason, there seems to be light issues carrying it's settings to the new Unity version and creating new lights usually fixes it.
2. Go to Windows --> Lighting --> Settings then go to the Scene tab. Scroll down and disable Auto Generate checkbox then click the Generate Lightning button.
3.Go to Assets --> Reimport All.
4. If everything above did not work, go your Project's Library folder then delete it. Restart Unity.
I am currently developing a game for the Vive using Steam VR. After updating to 5.5, Unity is freezing when I try to load into roughly half of my scenes when playing in the editor (I have not made any changes), but when I build and run, Unity does not freeze and everything works as would be expected.
I have gone as far as removing all game objects from a scene and replacing the vive camera rig with a unity camera and clearing all baked data, and even then, when I load into the empty scene the Unity editor will still freeze. This is very strange because I can load into some of my other scenes without them being affected.
One thing that I have noted is that the affected scenes that I can not load into I have heavily been working on in 5.5 and not so much in 5.4, so perhaps there is something there?
All of the scenes use the same prefab for a character controller, and the only scripts in my scenes are attached to that. I am really at a loss here. Any ideas or thoughts about things I can try to resolve this would be much appreciated!
As I stated previously, the game builds and runs completely fine, but the editor in play mode freezes when loading into some of my old scenes, even after removing everything from them and only leaving in a Unity camera object to sum it up.
I also have deleted the library folder and reopened my project with Unity and this did not fix it either.
I have finished my game in Unity already.
But whenever I'm trying to build the game, it stops at the point as shown below. Does anyone know the reason why it happens? It always stops at the same point....
It's a problem with baking the lightmaps on your scene.
Unity doesn't like huge objects when it comes to baking lightmaps on them and it can certainly kill the light transport on a build.
You can try to open the Window menu from the main Unity menubar and search for the "Continues baking" checkbox under Lightning and uncheck it.
Or you can just split your bigger objects on your scene which may cause this problem.
Here's a thread detailing the issue a bit.
I've also seen people working around this problem by disabling Global Illumination altogether so that may be a solution for you as well if you are using it and you are willing to give up on that feature.
Edit: Another thread about this sort of thing with a decent solution - not sure why I didn't remember it for first but it's a good idea before trying to split your huge objects to mess with their "Scale In Lightmap" property as well to reduce the lightmaps' size.
You can also try the "Advanced Parameter" options.