#How to solve it?
Lighting data asset ‘LightingData’ is inconsistent because 102 files out of 508 are missing. Please use Generate Lighting to rebuild the lighting data.
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class UIQualityManager : MonoBehaviour
{
public Canvas canvas;
public Dropdown dpPostProcessing;
public Dropdown dpQuality;
public Terrain terrain;
public List detailDensities;
public Dropdown dpDetailDensity;
public List shapeQualities;
public Dropdown dpShapeQuality;
private void Start()
{
List qualityOptions = new List();
qualityOptions.AddRange(QualitySettings.names);
dpQuality.AddOptions(qualityOptions);
dpQuality.value = dpQuality.options.Count - 1;
List postProcessing = new List();
dpPostProcessing.AddOptions(postProcessing);
List detailDensitiesList = new List();
foreach (var item in detailDensities)
{
detailDensitiesList.Add(item.name);
}
dpDetailDensity.AddOptions(detailDensitiesList);
List shapeQualitiesList = new List();
foreach (var item in shapeQualities)
{
shapeQualitiesList.Add(item.name);
}
dpShapeQuality.AddOptions(shapeQualitiesList);
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.O))
{
canvas.enabled = !canvas.enabled;
}
}
public void SetQuality(int id)
{
QualitySettings.SetQualityLevel(id);
}
public void SetDetailDensity(int id)
{
terrain.detailObjectDensity = detailDensities[id].value;
terrain.Flush();
}
public void SetShapeQuality(int id)
{
terrain.heightmapPixelError = shapeQualities[id].value;
terrain.Flush();
}
}
[Serializable]
public class NameValue
{
public float value;
public string name;
}
I have already tried the ones above.
##And these are the instructions when i download it from the asset store
We advice to use deferred rendering with linear color space setup.
- Linear color space: because all materials were setup to linear color rendering, at gamma they could be to intensive or simply render unproperly.
- Deferred rendering: it’s because reflection probes have blending distance setup, so whole surface will reflect environment properly.
You could use forward rendering but probably reflection probes should be adjusted by additional “box size” range.
Anyway best performance at this project you will get with deffered rendering and linear color space.
If you will import full versions of the packs (from asset store) which we use to build this scene, they should automatically replace correct
files and give full resolution HQ view.
##Here is the Extended Flycam.
using UnityEngine;
using System.Collections;
public class ExtendedFlycam : MonoBehaviour
{
/*
EXTENDED FLYCAM
Desi Quintans (CowfaceGames.com), 17 August 2012.
Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
LICENSE
Free as in speech, and free as in beer.
FEATURES
WASD/Arrows: Movement
Q: Climb
E: Drop
Shift: Move faster
Control: Move slower
End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
*/
public float cameraSensitivity = 90;
public float climbSpeed = 4;
public float normalMoveSpeed = 10;
public float slowMoveFactor = 0.25f;
public float fastMoveFactor = 3;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start()
{
// Screen.lockCursor = true;
}
void Update()
{
rotationX += Input.GetAxis(“Mouse X”) * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis(“Mouse Y”) * cameraSensitivity * Time.deltaTime;
rotationY = Mathf.Clamp(rotationY, -90, 90);
transform.localRotation = Quaternion.AngleAxis(rotationX, Vector3.up);
transform.localRotation *= Quaternion.AngleAxis(rotationY, Vector3.left);
if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
{
transform.position += transform.forward * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis(“Vertical”) * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * fastMoveFactor) * Input.GetAxis(“Horizontal”) * Time.deltaTime;
}
else if (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl))
{
transform.position += transform.forward * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis(“Vertical”) * Time.deltaTime;
transform.position += transform.right * (normalMoveSpeed * slowMoveFactor) * Input.GetAxis(“Horizontal”) * Time.deltaTime;
}
else
{
transform.position += transform.forward * normalMoveSpeed * Input.GetAxis(“Vertical”) * Time.deltaTime;
transform.position += transform.right * normalMoveSpeed * Input.GetAxis(“Horizontal”) * Time.deltaTime;
}
if (Input.GetKey(KeyCode.Q)) { transform.position += transform.up * climbSpeed * Time.deltaTime; }
if (Input.GetKey(KeyCode.E)) { transform.position -= transform.up * climbSpeed * Time.deltaTime; }
if (Input.GetKeyDown(KeyCode.End))
{
if (Cursor.lockState == CursorLockMode.None)
Cursor.lockState = CursorLockMode.Locked;
else
Cursor.lockState = CursorLockMode.None;
}
}
}