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I am making a location in Unity, and all of my trees shine in the background, then return to their normal color when I get close enough to the,.
It is also not the skybox since when I disable that it still happens. How can I fix this? Why is this happening? Thanks in advance
Turns out you just need to change the Shader to Nature/Soft Occlusion Bark Shader to fix the problem. I found this on the Tree page, where it says:
Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. In order to use those shaders you also have to place the tree in a special folder that contains the name "Ambient-Occlusion". When you place a model in that folder and reimport it, Unity will calculate soft ambient occlusion specialized for trees. The "Nature/Soft Occlusion" shaders need this information. If you don't follow the naming conventions the tree will look weird with completely black parts.
Hope this helps!
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I wanted to setup a minimap for my multiplayer game. I am using photon for multiplayer.
Thanks in advance
This question is probably too vague, but the rough strokes of how I would do it would be as follows
Render you scene (or only your environment) from a top down orthographic camera
Write a shader that transforms your player's positions to this camera's screenspace and draws a marker at their position (this can be quite difficult)
Render this out to a texture and display it on a mesh at the top of your screen / UI
This is not something that is super easy to do, you might be better just looking for one on the asset store.
If you have any difficulties then maybe ask another question specifically focusing on the area you're struggling with
best of luck
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Hi this is a frame in my animation in blender
blender's animation frame
but when I export it in .fbx it looks like this in Unity
Unity's animation frame
Why does this happen? Do I mess up with blender's export parameters?
EDIT:
I am new to Blender and Unity so please don't be rude :)
These are the files:
file .blend and .fbx
I think you should change quality setting in your skinned mesh renderer
or/and Blend Weights in Project settings
Unity for performance reasons keep amount of bones affecting vertices as low as possible. Default values are AFAIR 1. The best scenario is that every vertex is affected by only one bone, and you should try achieve this in blender. But If you need more bones per vertex you should increase Unity settings accordingly.
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When I shoot a projectile while running the projectile collides with the player, i.e. the player's collider is hitting the bullet's collider.
What is the best way to prevent this? By making a space between the gun and the projectile to avoid collision?
There are 2 ways I can think of right now.
1- You can create a selective collision script (or edit your existing one) and add an exception for the player object. So, bullets can go through the player. This is the main way to go.
2- You can use layers (or Z depth) and you can create a whole layer for bullet spawner etc. And make enemies also have targets in that layer/depth.
I don't have Unity installed on my current system right now. But I will install it when I get a chance, and if you don't solve it until then I will try to help properly.
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I don't want reaction forces to bounce my pig to the side when it collides with a platform. Material bounciness = 0 for both platform and the pig
Anyone has an idea?
I wanted to ask before I dump physics2D and write my control mechanisms.
https://gfycat.com/GraciousHighKinkajou
You have to create a Physics2D Material and modify it to not have bounciness.
And then, apply that material to the collider of the object, in this case, the pig.
Turns out it was bug in my character controller script, had nothing to do with Unity. Thanks for understanding and answers :)
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I am following a course to learn Unity3D.
Game Development for iPhone/iPad Using Unity iPhone Tutorials
http://www.vtc.com/products/Game-Development-for-iPhone-iPad-Using-Unity-iPhone-Tutorials.htm
I am following along whatever author is doing on the screen. He is using Unity 1.6 and I am using Unity 3.40f5
When I try to apply the texture as he does in the movie, my model turns black. Is there something trivial that I am missing here?
Also find the screenshot attached.
Whats happening in the movie with author -
Whats happening on my screen -
It's hard to tell from screen grabs but your material looks correct, assuming it says "Bumped Diffuse" after shader, I can't tell.
When you first drag your model the scene, before applying a texture, it should self shade. If it doesn't, you need to regenerate your model's normals by clicking on the model and then in the inspector look for "Normals and Tangents." After Normals choose "Calculate" the click "Apply" at the bottom, see what happens. I don't know your model type but Unity has given me trouble in the past with Wavefront .obj files predefining their normals.
The other possible issue is a faulty UV import. If the tutorial is from v1.6 it is possible the model included with the tutorial isn't importing correctly. I've had a similar issue where the UV's were all set to '0 0' so only the lowest corner pixel of my texture was used. Unity can't do anything for you there. You can test this by creating a new material. Set the shader to diffuse. Set 'Base(RGB)' texture to 'none', and set 'Main Color' to something like blue. Apply it to your model. If you don't define a texture then your model should appear blue. If it does, it means you likely have a UV import problem.
You just create the material as well but I think you did not import it to the object.