changed the shadows and camera so there is no more the flicking.
tuned the glow fx
Still to do : fix the shadows from the little planet on the big one.
I managed to publish a simple version of the Huge Spaceship demo, and I have a lot of strange behaviors.
1- skybox has a visible edge?
2- polygons flashing. Both on the spaceship AND on the planets I’ve lot of flashing polygons (turn on/off). It is not a distance to camera issue because the camera is set to a maximum range. Some normals may be wrong on the spaceship but the planets are made with the Unity basic spheres.
3- Blue planet is doing a weird glow artifact, it seems to be glowed and a very weird and ugly fx is happening when you come close…
Hey dude, excellent job with getting this space ship up and running.
1). Set your skybox textures to clamp.
2). The ONLY other time I’ve seen those flashing polygons is when I’m in my 3d app and I make a copy of a poly object at the exact same location as the poly object I duplicated from and view it from far away. The polygons of the two objects fight to be seen by the camera and as a result, you get those flashing polygons.
Solution is to find out if you accidentally duplicated your space ship (or planets) and simply delete the extra parts. Unless it’s something else, in which case your out of luck on my end.
3). Both planets looked perfect on my end, the spaceship was the only one with weird artifacts. I wouldn’t know what the problem is unless I see a pic.
Is the ship still 30 M polygons? Because if it is, then I’m pretty happy. Your demo ran quite nicely on my comp (only a little slow down when viewing the majority of the ship). Great job!
Thanks for the answers, I’ll post some screenshots. May I know what video card do you use?
I’ve no duplicates. And yes the Ship is still that big, but of course Unity does not display them all, the max I can see at one time is 15k which is not bad. But the overall ship has soft shadows and 2 lights (only the Sun has shadows) and I guess this it time consuming and all the polys must pass thru some pipeline just to estimate if a poly need to be displayed or not…
Well I don’t know about these artifacts, seems to be a shader issue with my 9600GT… does anyone see them?
Very Very Slow.My Mac fell asleep about 6 times. But, the spaceship was great. I’d love to see the space ship smaller and able to steer. That’d be awesome instead of a video.
Here are some pictures of what I see on my 9600GT latest drivers… seems to have a full screen GLOW issue on the sphere and some poly are flashing on the other sphere. Of course this happens on the Spaceship all over the place but it is easier to demonstrate on regular spheres made by Unity itself.
I see them all over the ship as well, MacBook Pro 2008.
As someone mentioned previously, it feels like z-fighting. That happens when you have two polys in the same position.
Also if the ship is one mesh and not broken up into smaller pieces, the entire ship will be drawn even if it’s mostly off-camera. There’s no poly specific occlusion in Unity. If you have just one pixel of the ship in the corner of the screen, the entire ship will be processed.
The ship is made with +300 pieces it is a kind of contruction kit…
But this does not explain why this is also happening on the planets, that are made with simple Unity Spheres…
Flickering like this is usually caused by a lacking accuracy in the depth buffer (which is often the case when duplicate objects occupy the same space as well)
Try increasing the near clip and/or decreasing the far clip. If this doesn’t cover the range of your objects you might try using more than one camera (near objects with the first, far objects with the second).
Yeah. Planets should be big, it’s just that the shadows need to have their draw distance increased to be seen, but the planets should be scaled down because you then get glow artifacts.
From what I’ve seen I guess you did use the fullscreen glow without modification, is this right?
That will cause problems (shown on the ships engine output for example) as the glow that comes with unity does not respect alpha. As such glowing things will glow alphaed things in front of them with full strength, without respecting those visually blocking objects.
Yes I use this Glow… I’ll investigate this, thanks for the info, it may explain some issues I have. But if I modify the Glow shader, will it still work on MAC+PC +iPhone?
(supposing that full screen glow is actually working on iPhone of course!)
That will never run on the iphone without cutting the whole model and scene to a fract-fraction.
It stutters even on my Core i7 920, GTX280, 6GB RAM at a few points, which has a few hundred times the power of an iphone
Also the scale will not work. The precision restrictions of the iphone, especially for the buffers (the depth buffer), are significantly lower. Doing a “long view range” type of game like you have there with large objects will likely not work, at least not if not done within special setup situation and very little flexibility.