Why the spotlight is turned off no light is coming out? - c#

I have in the scene in the Hierarchy Directional Light added automatic when creating new project. And then I added also a spotlight.
I didn't change or disabled the spotlight just added it to the hierarchy: GameObject > Light > Spotlight
But even if the scene is dark or not the spotlight is like turned off.
Then I went in the editor to the menu to: Window > Lighting > Settings
Not sure 100% what I did but I changed the
Skybox Material to FrameDebuggerRenderTargetDisplay.
Then I changed the Albedo Boost by one value and it made it all dark black.
In the end I got this dark/black scene and still the spotlight is turned off.
My main goal is to make everything black/dark and use the spotlight to light on specific place/area.
But not sure if making this scene dark is the right way and not sure why the spotlight is not showing light at all.
I have on the scene some spheres and a character I want to spotlight on them.

There are can be different issues.
Intensity is not high.
Your player quality settings are not set to fantastic, check it change it(see below image
Your light button may not active in scene (See below image). At the top of the scene view is a button that toggles scene lighting, activate it and you should get the correct lighting.
or your light culling mask set to nothing

Related

How to add a skybox to camera and using layer to show it only in main menu?

I have 3 scenes and I want that when the main menu scene is active to display a specific skybox.
This is what I did so far :
Added a new layer called it Skybox Planet
Disabled the player camera.
Changed the layer in the main menu camera to be Skybox Planet.
Changed in the main menu camera the Culling Mask to only Skybox Planet
In Window > Rendering > Lightning Settings > Skybox Material dragged to there my Skybox.
Screenshots :
The Main Menu Camera Inspector settings : You can see in the background in both scene view and game view the skybox and how bad it looks like :
The Lightning Settings window after dragged the Skybox_0000 and the warning I'm getting there in yellow :
The problems are also mentioned above are :
The skybox is looks very bad in both scene view and game view windows.
There is a warning in the Lightning Settings window in the Skybox Material field.
Last this is how the skybox should looks like in the sceneview and in the gameview if looking from inside the spaceship :
Update on what I did last :
I changed the skybox material shader to Skybox/6 Sided and then added to each side a skybox texture :
but it seems wrong maybe I added the texture in the wrong order ? When I'm running the game using a script to rotate the skybox it looks like it's moving to the side and not that the camera moving around the skybox. The effect by rotating the skybox should also be looks like the camera is moving around the planet.
You can see on the left the scene view and game view windows how it looks like wrong.
And this is the textures in the Assets :
The effect should be like the skybox is 3d planet and the camera is rotating around it I'm rotating the skybox but this is the effect I want to get.
I think the problem is just where you placed the 6 sides. You need to Swap these:
Front +Z is correct
Back -Z should be the Left +X
left +X should be Right -X
Right -X should be Back -Z
Up +Y is correct
Down -Y is correct

Unity game view too dark on runtime

I made a simple game menu in unity, but it's looking way too dark in the game view (and in runtime), I tried:
Window->Rendering->Lightning Settings and set the Environment Lightning's Source to color and Light Grey color, also checked the Auto Generate option in Lightmapping settings but nothing of the above worked, it still looks way too dark. Is there any fix for this?
Sorry for the small image in the first link but I think it's very noticeable the difference in the colors anyway.
In the scene tab, you have to check the little sun ☼ next to the "Shaded" drop down so as to see the real lightning of your scene.
Since you have no light in your scene (except the ambient one) your models look very dark. Add a directional light to your scene (GameObject > Light > Directional Light)

Unity light not showing up over background sprite

I have a power-up GameObject with a light component attached to it.
The sprite shows up fine, however, the halo effect does not work when the GameObject is placed over another sprite (eg a background wall).
I think its a problem with the material (as I have tried other things such as changing the culling mask, ordering layer, etc) - however, I don't know which properties to change in order to make the light visible.
I am using an area light.
I hope I saw correctly your game is 2D. If so, check out 2D Lights

Unity build a dark scene with no lights except torch

I want to create a dark scene. The player just got a torch in his hands so this is the only light in the scene.
So the rest of the area should have no lights in it. Maybe it's a cave or a dark forest?
In Pokemon you had this effect in dungeons
Here is a rough sketch how I imagine it
So when I want to set the directional light of the scene to complete black color, you can still see good enough.
How can I archieve these effects of having a dark world?
I don't want to use a texture around the player or something like that. Maybe you can still see through darkness but really really badly.
Use this scene as an example of how to do that:
https://github.com/Galandil74/Unity-Spotlights-Example
Basically, as Lestat already said, you set the overall brightness by changing RenderSettings.ambientLight, then to create the torch effect, you use a directional light game object with a texture cookie in order to illuminate only a portion/shape of the screen.
Remember that to get full illumination through the cookie texture, the light must have its intensity propriety set to 1 - RenderSettings.ambientLight.grayScale (if it's a directional light).
I prefer to use directional light because you can then control the effect via the alpha channel of the cookie texture.
And if you're using sprites (for background, etc.), if you want them to be affected by the ambient light, remember to use the Sprites/Diffuse material.

Does culling affect animation

I just simply want to know that does culling affect the animation cause i have some culled animation object which some time work and some time not as I move my camera in the scene?
I search on google I found AnimatorCullingMode.then I check my animated object in culling type basedOnredere is selected. Do I need to change it to alwaysAnimate.
After working a 4/5 days on this issue, Finally I got the answer(silly me).
Yes culling affect the animation using animation component's property which is called Culling Type as Figure show.
Previously My all animation Culling type were selected to BasedOnRenderers that's why my some animation working while some were playing continuously. As I got that:
BasedOnRenderers: Animation is disabled when renderers are not visible.
This culling method is more suitable when you have renderers attached after import - it will take renderers (like mesh renderers, particle renderers and so on) attached to this gameObject or children of this game object.
while the option I now selected which have solve the Problem (Al-Hamdullilah)
said:
Always Animate: Animation culling is disabled - object is animated even when offscreen.

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