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Rear View Mirror

Discussion in 'Editor & General Support' started by yellowlabrador, Apr 3, 2006.

  1. yellowlabrador

    yellowlabrador

    Joined:
    Oct 20, 2005
    Posts:
    562
    Hello all,

    Trying to create a Rear View Mirror and I'm having problems with it.

    Tried Using two cameras, 1 pointing forward and the 2nd one pointing backwards. Tried adding a GUI text on the 2nd one and made it reflective but it's a no go.

    Tried playing with layers and culling options but can't get it to work.

    Any help is very much appreciated.

    Thanks,
    Ray
     
  2. forestjohnson

    forestjohnson

    Joined:
    Oct 1, 2005
    Posts:
    1,370
    Are you trying to make a reflective object in 3D space? This reqires Unity Pro so I wouldn't know about that.

    Are you trying to have a top portion of ther screen render whats behind you? Try using the View Port Rect on the camera to set where it renders on the screen.

    You could also make a script that turns the camera around when you press a key.
     
  3. yellowlabrador

    yellowlabrador

    Joined:
    Oct 20, 2005
    Posts:
    562
    Kinda like yea.

    Yes, exactly like this one, will try that.

    Thanks,
    Ray
     
  4. yellowlabrador

    yellowlabrador

    Joined:
    Oct 20, 2005
    Posts:
    562
    I got it, thanks.

    just a few more q's.

    adding a light should make it a little brighter right, or is there a better way?

    Some texture are breaking, I think (See attached screenshot)

    Rearview image has a white crap on it, like a boomerrang, playing with clipping plane but it still there.

    Any Ideas.

    Thanks Again,
    Ray

    PS: It's my first 100 post ever in any forum. Go unity!!!
     

    Attached Files:

  5. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    That "boomerang" looks like some objects getting clipped, I'm guessing the capsule used in the FP Controller Prefab? Change the near clip plane of that rearview camera to something higher.

    Unity has a default of 3 pixel shaded lights, then the rest go into vertex lit. If your labrynth is built up of very few polygons then vertexlit lights look pretty bad on them. You can do a few things to fix this:

    1. Switch some lights to forcepixel, or up the amount of pixel lights used in the scene under the rendering options. It isn't recommended to use too many pixel lights though because they're pretty expensive performance wise.

    2. Break up your geometry a little more and the vertex lights will start too look better.

    3. Change your Diffuse materials to self-illuminated materials and "paint" the light into the alpha channels of your textures used.

    Hope some of this helps.
     
  6. yellowlabrador

    yellowlabrador

    Joined:
    Oct 20, 2005
    Posts:
    562
    Yep It's the capsule, I move the rear cam a little bit higher and nudge it more to the back. looks better now!

    Number 3 is alot easier :) sorry I'm lazy.

    Yes it did indeed.

    Thanks,
    Ray
     
  7. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    No problem, there's no laziness involved in painting in the lighting ;)

    good luck