Bloom is different in Inspector vs Game view Unity - c#

So basically I'm using the lighting system for the 2D render pipeline in Unity, and for whatever reason the post processing looks different in either view.
Pictured Here. The scene view has more glow than the game view, and I would very much like to have the sceneview show up in game, anyone know how to do so?
Edit: I have figured out that my game view is not using scene lighting, as when I turn off scene lighting in my scene view, both cameras are identical.
Edit: So apparently my game view is using lighting, but not the bloom effect.

So I ended up figuring out that if you go to the Render Pipeline asset and go under Quality, checking the HDR checkmark under it does what I'm looking for
Pictured Here

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Unity VR Render Textures, Scene space rendering, and blending layers

[using unity 2020.3]
I'm trying to slowly blend different layers in and out in VR, with both layers being visible while the fade between occurs. Right now, I am using two cameras, one as the main camera and one as a render texture (both only rendering their selective layers). Then I use UI to fade the render texture in and out. This looks and works great in 2D view (including builds), but UI components do not render in VR.
I am aware that rendering this in VR will require 4 sets of rendering (two for each eye), but I'd still like to know how to generate and display a render texture for each eye using unity.
This effect can be done in other ways and I'm open to suggestions. There are a lot of different types of elements I wish to fade in and out so I'm aware of one solution to add transparent shaders and fade particles but this can be tedious and requires a lot of setups (I'd like more of a permanent solution for any project). This being said, I'd still like to know how to manipulate what is being rendered out to the VR headset.
I'm fairly certain that the "Screen space effects" section of Unity doc Single Pass Stereo rendering (Double-Wide rendering) -- { https://docs.unity3d.com/Manual/SinglePassStereoRendering.html } -- is what I'm looking for, however, this still doesn't answer how to get the render texture for each eye (and I'm a little confused on how to use what they have written).
I'm happy to elaborate more and test some things out! Thank you in advance!

Animations don't work when I drag them to Unity

This is the first time I try to use animations in Unity so my friend built a campfire in blender and also made animations so the fire seems like it's moving. When he converted it to fbx and sent it to me, I downloaded the fbx, dragged it to the Unity project. I thought that the animations should work and I should see the fire moving when I play the game, but unfortunately the fire seemed like it's a not moving object. I screen recorded it so you will understand the problem better. If anyone knows how to fix this problem, it will really help me. Thank you!
First of all You have to check FBX import settings to be sure, that animation is exist. Select your fbx in Unity and switch to 'Animation' Tab in Inspector. If Animation is exist, You'll see animation import settings. Be sure toggle 'Import Animation is active':
If Your FBX does not have animation, in animation tab You'll see message 'No animation data available in this model'.
If FBX is okay, the next step is checking your fire gameobject. It must contains Animator component with some animation controller. This animation controller will play anim clip from your FBX.
But first af all I recommend your check this: Unity Animation Manual

Unity - All Canvas's become invisible when using render texture on Two Cameras

****Update:** I've created a test scene where I've recreated the usage of a canvas with image and text, primitive game objects and the use of two cameras in addition to the Camera Rig, with target textures set to the same render texture. In this state, it worked, however when I installed and upgraded all materials to via the lightweight render pipeline, the render texture turned pink and would not render anything from the cameras.
Considering this, my next step forward is to remove the lightweight render pipeline via reverting to a previous commit which does not have the lightweight render pipeline.* If you run into the same situation remember if you do not have a previous commit you can revert to, after removing the lightweight render pipeline you will need to create new materials for all your game objects.*
Problem: In one scene within a VR Project project we are using a world space canvas to display interactable UI. When running through the editor we have no issues, however, when we build the project, all UI canvas's become invisible, though with the use of a laser pointer we can still interact with buttons on the canvas.
I've narrowed the cause down to the use of a specific render texture (only one), which is applied to the target texture of two (2) cameras in the scene. The two cameras are used to provide a live feed to a mesh of the view of a device in the scene.
When I set the two cameras (neither are the main camera in the scene) target texture's to null, that is the only way which I can get the Canvas to appear.
When after running a build I always check the output_log.txt file and have not found any errors.
We are using:
Unity 2018.1.3f1,
VRTK 3.3.0a,
Steam VR w/HTC Vive,
Unity's Lightweight Render Pipeline,
Post Process layer
There is only one canvas in the scene, with all UI objects as children of that object. Our Canvas set up:
Note: I've set the VRTK_UI Canvas component to be inactive to check if that was the cause, and it was not.
[
Camera One:
Note: I've tried clicking the "Fix now" under the target texture, with no change or improvement
[
Camera 2:
Note: I've tried clicking the "Fix now" under the target texture, with no change or improvement
[
Mesh we are Rendering to:
[
Render Texture:
[
Main Camera:
[MainCamera]6
The lightweight render pipeline was the issue, removing it allowed for everything to work as expected/needed.
We have faced the same problem with one camera. Disabling the camera and manually call Render() from another script resolve this issue.

Rendering a screen within a game world in Unity

I have a 3d world the player can interact, I'm wanting the player to pick up a gameboy and play a game on the gameboy.
I'm wondering how I can render another 'game' on the gameboy the player can play with while still being in the world, meaning it's a game in a game. I tried doing this with Cameras, but I'm stuck as I don't seem to understand the core concept behind rendering a game there. I know I could render a canvas using UGUI but I don't think I can make a physics based game on UGUI?
Would love some help!
You'll probably need a Render Texture. And the game scene of the gameboy should be the same scene as your main game, it just has to show another location in the world.
Try to implement it, and come back if you can't figure out how to implement something.

Unity3d blender fbx file gun is apart

hello i exporting a blender.fbx file into my assets folder in unity and it was working perfectly and i positioned it in front of the camera but when i play it the gun looks like its been taken apart whats going on?!if this helps i separated some parts so i could use it for animation cause it looks like all the animation parts are separate is this a unity thing or a blender thing?
http://www.flickr.com/photos/87198010#N07/7985274177/in/photostream
Two options:
It could be that your animation is incorrect.. remove animation to test..
The position of the child objects, barrel and trigger, may be incorrect in relationship to the parent.. I don't know for a fact, just a few thinks that come to mind.
Let us know when you find out.
When you load a mesh into unity, unity will as a standard add an animation module to it, even if you don't have any animations yet. this may be what is making the gun bug.
If there is an animation component on it, remove said component and try again.
Also it might be that different parts of the gun are at different scales or rotations, before you export from blender click and click 'apply rotation and scale', and then you export.

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