This’d be awesome to get some kind of Dungen compatibility since it’d allow for your asset to be generated procedurally like this one Multistory Dungeons | 3D Dungeons | Unity Asset Store
Idealistically It’d need for doorways to have the same size
But if you can’t/don’t want to do that (Which is OK since this takes a lot of time), then just prefabs rooms’d be REALLY great
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Took some time and made two rooms with the asset. Result is spectacular. Need to populate the insides with monsters and loot but that should be relatively fast.
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Just to let you know, because I did the same thing. That many point lights especially with realtime shadows are destroying the performance. Use spot lights instead (1 or 2 in each room) - they are much cheaper than point lights and this asset no matter what lights you are using to turn off shadows and quality when the player moves away. Also if your room feels dark use fake lights with this asset. Even AAA studios are using stuff like that - I’ve seen it in the last of us 2. I hope one day computers are able to handle unlimited amount of point lights with realtime shadows in a game.
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Thanks a lot! Will take them under advice. Yes, I know I need to remove lights. Also the doors open badly cuz I rotated them in a wrong way. Thanks again!
I’m sure we’ve all been there when moving animated doors. So many times I’ve been building out levels and moved the “parts” of an animated object, and not selected it’s root level. Leaving behind the trigger colliders and animation start/stop points. Makes for some interesting gameplay testing when things start flying all over the place.
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Hi! I’ve been trying to bake lightning in a scene I created using your asset and Unity tells me that all the objects in the scene have UV Overlaps. Do you know how to fix it?
The UV Overlap warnings can safely be ignored, as it is not causing any lighting artifacts or inconsistencies in all of the testing that I’ve performed.
Response that was also posted to the review. (See below.)
I’ve had back and forth emails now with him for a few days, and helping him to figure out his lighting situation. However, this asset is working correctly and not causing the lighting issues. The challenge is that the user was wanting to light his scenes only with emissions, and baking the global illumination. After a few hours of working with him on his issue and many emails back and forth, it appears to be a limitation with the Standard unity renderer in that it is not working to only use this method to light the scene and is incompatible with only baking GI on specular PBR textures without using any lights. I’ve recommended that he either use mixed lighting (realtime and baked Global Illumination) or switch to SRP to utilize realtime area lights and GI. I was able to fully resolve the issue in my own testing using the standard unity renderer using light probes or by using mixed lighting, and have relayed the information and screenshots and settings.
FYI, user also updated his review to 5 stars after we were able to correct the lighting in his scene.