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
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.
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:
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.
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.
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