Creating a Casual Jewel Mining Game - Trouble with the Gem Shader asset

I’m following along this tutorial right here, but I’m noticing that the asset I had to download is not loaded and shown in the Project Panel the same way as it was in the video, given that the video was produced on January 26, 2015.

What I’m having trouble with is figuring out how to load the gems into the Scene Hierarchy as the instructor says so at 5:53 in the video. I think it’s a he, but what I think I’m supposed to do is load the gems from the Sources folder, which would happen to be four game objects saved as files.

Take a look at both the video and this image below and you’ll see what I mean.

Could you please help me out? (I am thinking that the video should be updated with annotations for Unity developers in training like me for me to follow and understand how things work.)

1 Like

Yeah, sure enough, your hierarchy doesn’t look like the one in the video — he’s got a Gem Shader folder, and you don’t (yours appears to be called GemExample). There are some other minor differences too.

(But don’t be fooled by him having big icons and you having just a list — that’s something you can trivially adjust using the slider in the bottom-right corner of the Project tab.)

Why is yours different? I dunno, I’ve never gone through this tutorial, nor downloaded the asset you mention. Presumably either you missed a step, or the download isn’t quite in sync with the video. Making these videos isn’t easy, and mistakes sometimes happen.

However, does it matter? The point of this step, as far as I can tell, is to select the four gem prefabs, and fiddle with their properties. You could do that too — you’ve got four prefabs there in your Prefabs folder, so select them, and start fiddling with their properties as shown in the video.

In other words, it looks to me like the minor differences in naming & arrangement of the demo folder aren’t anything to worry about at this point.

I definitely do have the prefabs, except that there seems to be missing textures or not referencing them properly because on viewing them in the inspector, they are just pitch black models. Aren’t they supposed to be coloured in?

Do you have a light in the scene? That might be the problem

There definitely is a Directional Light in the scene as there’s one object in the hierarchy that says so.

Is it shining towards the objects?

I just found out something else; in the Shader component of those prefabs, there’s a setting that sets how saturated you want your model to be with the refraction texture called “Emission.” All of these are set to 0. When you set them to 1, I think the gems are now shown as they are supposed to be.

I think this is what the RoseCut gem model should look like when I set its Shader Emission to 1.
2770438--200284--Gem Mining Tutorial Problem (August 30 2016).png