I’m encountering an issue resembling z-fighting problems. There is no geometry overlapping in focus to cause this to happen - this actually happens on all of the geometry in the game. The lighting is a realtime spotlight, and the error only occurs on lit geometry. How can I fix this problem? I am applying materials through code using the following lines:
rend = GetComponent<Renderer>();
rend.material.SetColor ("_Color", randColor);
This is shadow acne. Try increasing the bias and normal bias settings on the light(s), try to keep the values as low as possible as high values will create other artifacts.
^That, and keep your light’s own frustum as short as possible, as that can introduce shadow acne.
As a side-note, you thinking it’s z-fighting’s almost spot on, as shadow acne is caused by z-fighting in the part that applies the shadow map. (The depth bias remedies it by offsetting the depth values to fix it, but then… you get peter pan on ridiculous settings. ;))
Thanks guys!
Another thing I found that contributed to this is that that wall of cubes was actually scaled up to 20,000x in the Y axis. I noticed when I scaled this down to a “mere” 1,000 or 2,000, the problem was much less severe as well.
So… you’re navigating infinitely tall beams? Sounds cool, have a linux build around? (I can run windows builds, but I’m currently booted into Linux right now)
EDIT: nvm, oversaw the links, will try it out.
EDIT2: dang… is it possible to provide a 64-bit build? I’d rather not bloat my system more with having to install 32-bit libGL… :-/
Thanks for your interest! I just rebuilt it as a “universal” app and replaced the DL link, so it should now have both 64 and 32 bit versions in there. Hope that works! Let me know what you think Also, I highly recommend using headphones. Not because the sound is great, but because sound direction is important for navigating the game.