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Flashing PRE-FABS,

Discussion in 'Getting Started' started by Dai-22, Jan 24, 2018.

  1. Dai-22

    Dai-22

    Joined:
    Jan 19, 2018
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    There is probably a simple tweek for this, but what can i do to stop the UNITY asset store prefabs from flashing on connection joints (the roof to the wall seems etc). They all seem to do it when in game PLAY mode and scene. Is it a frequency or rendering issue or just a button click to sort out???

    Any advice appreciated, thanks.
     
  2. JoeStrout

    JoeStrout

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    What specific asset store package are you using? "Connection joints" isn't really a standard thing — I suspect it's specific to the asset you've got there. And so I can only guess what "flashing" means in this context. Maybe (again) a screen shot would help.
     
  3. Schneider21

    Schneider21

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    Are you talking about something like this:


    If so, that's called Z-fighting or Overlap Flicker. It happens when two mesh faces (or sprites, I suppose) share the same space, with the same normal, and no definition for which should have rendering priority.

    The best way to avoid it is to ensure your meshes don't have overlapping faces. Otherwise, you'll have to find a way to define a rendering order so the GPU can figure out who should be shown.
     
    JoeStrout likes this.
  4. Dai-22

    Dai-22

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    Ok, too advanced for me, thought the sci-fi package was a pack that didn't have issues etc. The roof, or in your pic, the wall thickness edges, flicker where they join, probably the same thing your talking about, but its probably something too much for me, as I cand even figure out the C# basics such as;

    "After you have compiled your code you can also execute it simply by running the .exe file produced in the directory C:\BeginVCSharp\Chapter02\ConsoleApplication1\ConsoleApplication1\bin\Debug\, type ConsoleApplication1 and press enter".

    I can't figure out the order of where, what and who? All in the command window? Nothing seems to be recognised? I just seem useless.
     
  5. JoeStrout

    JoeStrout

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    A much easier way to run your app after you've compiled it is to double-click it. The line above is just explaining how you can also execute a Windows app from the command line. Again, this has nothing to do with Unity; it's just basic Windows usage.
     
  6. Dai-22

    Dai-22

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    I know that, but when learning c# you do what your supposed to in order to learn it. I was getting at shneiders solution to prefab issue is obviously not easy for me.
     
  7. Schneider21

    Schneider21

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    It's seriously as simple as moving one of the objects a bit. Like this:


    I don't want to be rude, but moving an object in the Scene view is literally one of the most basic things you can do in Unity. Have you gone through any of the tutorials?
     
  8. Dai-22

    Dai-22

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    It's a pre-fabricated UNITY ASSET. Moving things around makes them NOT FIT anymore. A tunnel with windows or a roof/floor and wall with textures etc ,that are pre-fabs, cannot be snapped together if I mess with all the prefab sizes. Not to be funny. I just thought it was a simple fix, but my luck hasn't been great today. Will just have to design my own from the seperate walls etc and not use the pre-fabs of the sci-fi pack etc. Just my luck. Couldnt get leaves in blender to stop being squares either. Nevermind, forget the issue.
     
  9. Schneider21

    Schneider21

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    Could you post a screenshot or something showing off what you're talking about? I honestly can't figure out how any of what you're describing can't be easily fixed.

    I know what Unity Assets are and how they work. There's nothing immutable about them that prevents you from modifying anything as simple as their positions without breaking them.

    We want to help you. You're just making it very difficult to do so.
     
  10. Dai-22

    Dai-22

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    What I was basically saying is, yes, i can alter every wall of every pre-fab item, but, every item that is moved will show seams on the inside or outside (not overlap flashing, just poking out) so its probably best for me to just build the walls etc seperately. Honestly i've got a more difficult issue to sort out at the moment, well two..

    I can't currently figure out how to cut through terrain making holes for holes in cliffs to a village etc, or how it can be done to create caves. I'll probably have more trouble with trees though. Just cant figure out how to import the materials onto the trees. Tried .fbx .obj for blender, but I just get a pre-fab in gray with white page leaves attached. Took me ages to make the tree in blender and seemingly i'll have to use the not so good standard trees with no bark because the my tree materials etc are locked at grey? Watched youtube to check how to import but it doesn't work as its still grey.
     
  11. hippocoder

    hippocoder

    Digital Ape Moderator

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    You should post screenshots otherwise you're basically not helping people help you.
     
  12. JoeStrout

    JoeStrout

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    You should probably start a separate thread for each new issue/question you have. Chances are many people who might be able to answer are skipping this thread because they think they know what it contains.

    Don't feel bad; Unity's terrain system doesn't support holes out of the box. There are some third-party assets that add this feature in one way or another; or, I suspect, many real games don't use Unity's terrain system at all.

    For now, as you're a beginner, my advice is: "Don't do that."

    You way have to reattach your materials; sometimes they don't get imported with everything already attached (it depends highly on how your materials were named in your modeling app, and how it was all exported, as well as the import settings in Unity).

    Just create a material, assign your texture, and drag it onto the model. Having done this once, you can make a prefab out of it, and not have to do it again no matter how many instances of the tree you put in your scene.
     
  13. Dai-22

    Dai-22

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    Thanks for your reply. Hmm, will have to create a jump door point to create a cave system/underground, after I open/interact with a door etc if cutting holes is not supported as standard, later on though. I will make another post on a couple of issues. Just about the blender and import export etc. Thanks.
     
    JoeStrout likes this.