Image and Sprite renderer cover the light component in Unity - image

As you can see, for some reasons the sprite renderer is covering the light component, though the light component is ahead it
Any ideas why?

I found a valid solution:
I created a new material and in the "shaders" section, I choose "Particles/Standard Unit".
I added this material to the image script of the background and all perfectly works!

Related

How to fix that shining buttons issue after compiling in Unity Canvas

I'm using some simple buttons in canvas in a 2D game, there is no light or i don't do anything via code for brightness of button. Buttons are shows normally in scene view, but these are shining in game view like putting a lights on them. What's the reason for this? How can i solve? You can see that what i mean on image below.
https://imgur.com/g0sQujE
I checked image attributes of buttons and camera render settings but didn't found anything.

The light component is behind Image in Unity

I have two different canvases: one for the background and one for the game scene
Principal canvas:
Background canvas:
I'm having this problem: If I put an object in the principal canvas, everything seems to works but If I add a light component to this object, I'll not see the light (it is like the background image is ahead the light):
Without the background canvas:
With the background canvas:
Any idea why?
(The problem is not the BGcanvas, the problem is the image component of the BGcanvas, if I disable it, I can see the light)
Lights are 3D scene objects
UI objects are not effected by lights or scene objects because they exist in a completely different rendering path:

Three.js transparent background with a masked scene

I'm new to coding and everyday I learn something new. I want to have a masked scene with other 3D objects, that are from other scenes, to be behind and around it. At this moment I'm stuck with a masked scene. Right now I have this working. As u can see the background is grey and other 3D objects, that are from other scenes and behind the masked scene, can't be seen because of it.
How can I make the backround from masked scene to be transparent with other 3D objects from other scenes?
I think it has something to do with the fragmentShader, because I can change the background color by changing this line "vec4 background = vec4(1.0, 1.0, 1.0, 0.0);",.
Thanks in advance for all the help!
Update
I understand that the background is transparent on this previous link, but I fail to create a new scene with new 3D objects that is visible and is outside the masked scene. Just helping me make a new scene on that previous link would help me out with my problem.

Xcode spritekit scene editor with node

I want to add a physics body to a node in the scene edit by spritekit editor, any one can show me how?
ps: I can add physics body to a sprite, it works fine, but to node, code is the only works way by now.
I don't think you can via the Scene Editor but I am not sure why you can't, given the SKPhysicsBody is a property of SKNode and not SKSpriteNode.
You could try:
Creating a sprite with a transparent texture.
Doing it in code.
The scene editor is very lacking and in my game I am seriously considering writing a custom editor to overcome the limitations.

Update function on Three.js

How make an Update function in Three.js, like in Unity3d?
I mean, that i create an object:
var torus = new THREE.Mesh(
new THREE.TorusKnotGeometry(60,20,100),
reflectionMaterial
);
and when i click on the body, i change a reflectionMaterial. But the image don't change, i see a not changed reflectionMaterial (last figure). Always redrawing a render image???
Thank's for attention. Sorry for my English (I'm from Ukrainian).
P.S.: I work with Three.js onn my netbook and on (not my) notebook. On netbook i don't see a shaders. Why?? Did the Three.js support Shader Model number 3 and 0?
If I understand your question, you are having issues changing a material after you click on something? You may need to change a flag depending on if you already have a material or not, there are some dependencies - check the link below:
material.needsUpdate = true;
There is an article on How to update things in Three.js

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