Unity Fog looks different on Android - c#

The fog from my 3d game looks good in Unity (Desktop) but on Android the fog looks different? Can anyone explain the reason?
PC Unity:
Android:

There are few settings, which you have to check first.
Project Settings/Quality: make sure that your editor quality is same as your Android build.
Project Settings/Player/Other Settings: Color Space and Graphic APIs
According to your android screenshot, you also have color bending issue. And you have different gamma value on displays too.

Oversized scaled cubes/low vertex objects often cause issues on mobile
The solution would be cutting/separate the cube into more small cubes or add even more vertexes to the cube
Here is the thread I found this reference from

Related

I imported an image in my project in unity and it doesn't blend with the lighting ; cause in the dark light i can still see the image pretty clear

I imported an image instead of a 3d model for am enemy, and the game is supposed to be in dark at night but the image is not blending with the rest of the environment so can anyone plz help.
If it is set to sprite it uses an unlit shader that does not respond to lighting. If you have it on a material as the albeto channel on a 3D plane, it will respond to lighting but only as a flat surface. Unless you also have a normal map for it.

Show skybox in hololens using MRTK

I'm using Unity and MRTK to create an immersive application for the hololens (similar to Holotour). In this application, I need to simulate the sky. In Unity, a Skybox is sufficient to show this. However, in Hololens, it is not. How do I go about showing the sky/what's on the skybox in my Hololens? Thus far, I have tried adding a render texture for a camera high in the sky to an inverted sphere (i.e. a sphere that encompasses the playspace and shows the material of the sphere on the inside); but that doesn't seem to work...
The HoloLens uses the Transparent camera display settings to determine how to clear the scene. If you change Clear Flags to Skybox, you should get your desired effect.
In Window>Rendering>Lighting Settings, set "Skybox Material" to the skybox of your choice. Also make sure, that your Camera "ClearFlag" is set to "Skybox".
If in doubt, please refer to the docs.

Unity - 2D - Pixel Image distorted troubleshooting

Novice Unity user. I want to create a pixel art 2D RPG game for fun in unity. I ran into an issue with my pixel art when I would drag it into the scene window. What would happen is that the Game Window would distort the pixel sizes to be either twice as wide or twice as narrow in the x and y direction. I have no clue on how to fix this issue and looked all over. I would appreciate any feedback. But I would prefer a discord call so that I may share my screen to get efficient troubleshooting advice! Thank you
There are quite a few tutorials and even helper packages to deal with Pixel Art games in Unity:
Achieve Crisp Pixel Art with Unity 2018.2
Pixel Perfect Package
Making A Flappy Bird Style Game
By default, Unity will import your images as Textures and resize them to the nearest Power of 2, which should explain the distortion observed.
A bit more advanced, but if you want all the images to import as Sprite, you can save a Sprite import setting as a preset and then assign it to the TextureImporter in Project Setting > Preset Manager. See Reusing property settings and Preset Manager.
hth.

Setting Screen to Format on all Windows PC sizes

The game looks fine inside the Unity screen view, but if I build and choose a different resolution screen size the game looks goofy and dis-proportioned. Especially when I go into full screen mode. I'm using Unity 2019.1.1a (I think it's still in beta?). I'm developing a top down 2D game for Windows PC.
How can I fix it to where the game will look the same on any screen size?
Unity has some good tutorials on this topic:
https://unity3d.com/es/learn/tutorials/topics/user-interface-ui/ui-tools-resolution-device-independence
https://docs.unity3d.com/Manual/HOWTO-UIMultiResolution.html

Transparency of the image captured by camera Unity

I am trying to do a AR project using unity. I doesn't have much experience in Unity and I am using this project to learn and understand a little better. In my project I have the device's camera always connected and that is projected in my device.
I would like to understand if there is any way (or any propriety) of having my real-time image transparent. Like changing the transparency of what I see/ what it is captured.
Thank you in advance

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