projectors... how do you make them correctly?

unity 5,

created an empty game object

added projector component

Made a Projector/light material

used textures that are set to clamp and don’t have mip maps.

i aim projector at the ground and strange behavior happens.

instead of a nice decal sitting in my scene happily being drawn across multiple objects i get each object in the frustum with a little white blotch in its top right hand corner… no mater how i move or rotate the projector or object the white stays in the same place.



ive read a lot of the posts related to projectors.
tried a lot of the suggestions. but this seems broken or im just missing something very basic.

i am hoping for the latter.

would be ever so thankful for any help.

Please make screenshot of your cookie texture settings, then maybe I can help you.

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by the by, the premade projectors in standard assests/effects/projectors/prefabs folder also shows same strange behavior.

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I simply want to be able to get the position and rotation of neighbooring objects and then manipulate them.

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2 Answers

2

@Lanthuas

the API is here: https://docs.unity3d.com/ScriptReference/Physics.SphereCast.html Spherecast basically shoots a sphere along a path and returns whether it hit anything. if you make the distance 0 then it will just return what was in the sphere at distance 0. Just look at that link, it has a good example on how to use it and you can modify it for yourself.

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It might be with your cubes material. Is it the standard shader? If it is custom and has no projection mapping, it wont work properly.
If not, try replacing the shader with the one on this question :

Also btw, thats some funky rotation youve got there.