I'm creating a procedural terrain in unity with hexagons. When the camera is fairly close the textures and colours work perfectly fine but... as soon as I zoom out I get this.
Map view from an angle:
As you can see I get these weird dots that become more exagerated the further I zoom...
When I'm up close I don't get this and the hexes blend very well toghether.
The textures blend very nicely when it's close and you can't see any boundaries. But as you go further out, some dots start appearing and even further so the colours get completly distorted.
Does anyone know what's causing it and how it could be fixed? I'm sorry, I'm really new to unity and this is my first unity project
Also, I presume this wouldn't be due to the texture bleding at boundaries because when I set the colour of the hexagons to be the same, I still get that effect.
(for example the sea in the pic below)
Same Colour hexes still show the problem
And when it gets further out, the problem pops up
Any help would be greatly appreciated! :)
Hmm, these might be artifacts caused by mipmapping (lower texture resolution as you zoom out). Try disabling mipmaps in your textures. It will negatively affect your game's performance but it might fix the problem.
Related
I'm trying to get very precise Input.mousePosition in Unity3D with Input.mousePosition.x.ToString("F4"); and in the editor everything works fine. I get 4 decimal signs exacly how I need it. However, after I build the app, I get x.0000 all the time.
What important is, that, in the editor, I don't get zeroes only when I choose precise resolution and not the aspect ratio or Free Aspect. I was trying to play around with build resolution settings, for example disabling all aspect ratios, setting exact resolution, windowed/fullscreen mode. Nothing helps so far.
It seems like the built app sort of disables inbetween pixel position, and I have no idea why.
I know that there are plenty of questions and info on vector3 decimals, but my problem is mostly about display resolution (inbetween pixel coordinates) in Unity. Thanks in advance for any advice.
I followed the Lighting tutorial on learnopenGL, modifying some of the code to work in a 2D game engine. Everything was looking great and my team got our game done and the lights were quite simple for our designers to use. However we ran into a rare bug. as shown here: https://www.youtube.com/watch?v=to0mMP5I0cs one team member was able to recreate the bug by switching his Nvidia settings to use the "High Performance Processor" as opposed to "Integrated Graphics". Otherwise everything renders properly. The bug doesn't appear when there are no lights and everything is rendered in its full color. We have gone through alot of Ideas already but they haven't worked and now I am at a loss. Does anyone have any ideas about what is going on?
Always make sure you initialize your variables. Apparently some cards and drivers automatically initialize vec3 to (0,0,0), but others don't. That was what was going on here. Garbage values causing different colors at each fragment. By Initializing my resulting color vec3 to (0,0,0) at the beginning the problem is fixed.
To be quite specific in what I'm wanting to do...
I have a scrollable map on a canvas. I have zoom in/out capabilities. I want to place a cross hair/bullseye on top of the map so I know where I am going to be zooming in/out with high accuracy. I realize I could be more flexible and do it by locating the mouse pointer position and just have it zoom in/out based on where the mouse is at but I think given the magnitude of the project and the way it keeps evolving I better plan otherwise.
I'm thinking I would have to have two canvases on the screen to pull off what I'm wanting to do. That shouldn't be a problem. The problem...is it possible to make the top canvas trans????, is that parent or lucent...aka see-thru(I can never remember which is which, LOL:)) while still being able to see the cross hairs placed on the center of the top canvas. I don't think it could be done with only one canvas but I might be wrong.
Yes, this is a bit of a tricky question.
No, it is not possible to have a transparent canvas.
If all you need is a crosshair, just draw one on the canvas. You can hide it temporarily while you zoom so that it doesn't get zoomed along with everything else.
I made a game in unity3d, Its graphics looking perfect in unity engine. but when i built it and played in web-player its graphics become pixelated and blurry.
So how can i make it pixel perfect game for web-player?
This also happened to me once. But i got the answer after some searching on unity.
this is what you need to do.
Select the texture which becomes pixelated.
-From import settings
Texture type=texture
Filter mode=Trilinear
Slect web as a platform and check yes on override for web
Max size=max
Format=truecolor
and click apply this should and definetly help me.
Source
Try to change you image size in photoshop i think you save it in small size.
And always make you graphics in vector so it become pixel free and you always have achance to make a new image from vector.
Ive been researching omnidirectional shadow mapping and have been stuck on this problem for a while. Basically the shadows seem to wobble as the camera is moved or rotated. I made a video here:
http://youtu.be/w8IAdNPglAc
The problem is most visible about half way through on the gravestones at the bottom of the screen.
The project is implemented in a deferred renderer and at first i thought the problem was to do with aligning texels to pixels but i read that since directx 10 (which i'm using) this is no longer a problem. Someone also suggested that i was updating the camera after the render call so it was a frame behind but this is not the problem.
Any help would be greatly appreciated.
I didn't want to start by posting massive amounts of code. If there is anything needed i can post it.