When I hit the play button to test my project I get the flickering on screen when I do a rotation of the player.
I tried reducing all the texture to diffuse, removing any lights/self illum etc. and I still get the same problem. I tested the game with a G5, iMac and MacBook, same problem. Will be testing it on windows but I’m still waiting for it to boot!!!.
I am attaching the demo for anybody who wants to take a look at it and let me know what it is. I don’t think it’s the graphics card because I tested the car playground and everything is fine.
Use arrow keys to move forward /backward and left right arrow keys to rotate.
Don’t know what to tell ya… it looks just peachy here. Tried it on my 1.25 PB at a few different resolutions/quality setting and no flicker. That’s really strange that you tried it on 3 different machines with the same result and I’m not seeing it. Does this happen in Unity too or just as a build?
[Edit] Just a thought… do mean flickering or possibly a “tearing” of the image? If it’s tearing you might want to turn on VBL sync in the quality settings. VBL sync tries to match the framerate of the renderer to the refresh rate of your monitor. If these two aren’t synchronized you can sometimes see a horizontal tearing of fast moving/changing images.
The only thing I can see is extremely visible stepping between mipmap levels. You can see this in a few places:
When you slowly approach a wall with a detailed pattern, the apparent resolution of the pattern increases in sudden jumps.
The floor has funny zigzag stripes which move with the camera.
Some of the walls look magenta when viewed at a steep angle at long range!
You might be able to fix this by selecting the offending textures and switching their filtering from Bilinear to Trilinear in the inspector. Also, check the mipmap parameters in the Settings dialog for each texture.
I’ts horizontal tearing or lines when I rotate very fast.
I think it’s the refresh rate. How do you turn on VBL syncing?
@Neil,
I’m playing with the trilinear and aniso level, with a little more adjusting, I think I’ll be able to fix it if not I’ll try to use a different texture.
Another question I have is,
What is the best format to use for textures(.jpg, psd,bmp,tiff)?
Seems like it. In Unity 1.2.2 you can’t turn on vsync, however you will be able to do that in soon to be released 1.5 (or grab the preview now).
For source, anything you’re most comfortable with (probably that means .psd). Unity will convert to hardware friendly format and possibly compress the textures for you. The final format can be chosen in texture’s import settings.
Sorry for the confusion, jumped the gun there. But yeah, since you have so many perfectly vertical lines in your labrynth scene tearing can appear easily. There’s really no workaround besides vsync.
I’m by no means a pro but my search for an answer brought me here. Look at your camera in your Hierarchy and in the Inspector go to camera and I changed Clipping Planes to 1.0 and it stopped on mine. I know this is an old post but hopefully it will help someone.