Shaders,Lighting, Animation

Ok so were developing a pretty simple game in unity 3d…i’m kind of a noob in this engine and there are a couple of concerns I have and any help or input would be greatly appreciated…

1.) when importing the assets into unity they look as good as they did in Maya however when i go to test the level and hit play they lose a lot of detail…our aspect is 4:3 (if that matters) and basically what im trying to do is make them look as good in game as they do in the editor viewport.

2.)also lighting there seems to be no cast shadows from bjects even though i do have lighting is there some option i need to check or do i need to make light maps?

3.) finally animation…for our animation were doing it all in autodesk maya and we were wondering if the best way to do this is have every animation on one time line and when we want to change to a different animation we just call the key through the code in unity? is the best workflow to doing animation in unity

thanks for any input its much appreciated

Imperial

Try turning off mip-mapping to see if that is your problem with loss of detail.

Only Unity Pro has realtime shadows. If you are using Unity Free, you will have to use either light maps or blob shadows.

Their are two easy ways to import animation. Either go to the import settings the hit split animations and add them their, or save each animation with character@animation.
Both ways are explained here.
http://unity3d.com/support/documentation/Manual/Character-Animation.html

Can you post a pair of comparison screenshots? It’s hard to know what the problem is without seeing it. In general, turning off mipmaps is a bad idea.

here is the in game screen shot and viewport screen shot…after doing some lurking around i found out the problem might be because our camera view angle is orthographic and that takes some detail out the artwork…if this is true is there anyway to fix it?

thanks


orthographic cuts the feel of 3D basically as there is no perspective anymore.
this will likely hit a second time because texture filtering algorithms etc in graphic cards are designed for perspective view primarily too, though it should end too bad, you just have to use the right filtering on the texture and quality settings. (you stand no chance to have these textures readable without trilinear + anisotropic)

as far as the animations I had no success importing seperate models with animation. but animation splitting worked like it should

Ok thanks for the info on the rendering? now back to questions about animation so we ended up doing it the cookie cutter unity way by making all animations of a character on one time line…here is the new problem however…our character holds fires and runs with three different weapons in Maya we can hide the weapons easily and make the correct one appear using the key frames…however all the weapons stay visible and we cant figure out how to hide them when we need to and show them when we need to

by disabling the corresponding renderer

sorry to be annoying but what exactly does that mean and how do i disable the corresponding renderer?

thanks

You need something like:-

weapon.renderer.enabled = false;

…but you would need to give more detail about how the weapons are handled if you want something more specific.

so pretty much if at frame 20-30 i want the pistol to be visable i would write that line of script and say true also calling those frames and i would set the shotgun and machine gun to false?

Set something simple like this:

var machineGun : Transform;
var shotGun : Transform;

function Update () {
if(Input.GetButtonDown("Fire1") {

     if (machineGun.renderer.enabled) {
          machineGun.renderer.enabled = false;
          shotGun.renderer.enabled = true;
     }

      if (shotGun.renderer.enabled) {
          shotGun.renderer.enabled = false;
          machineGun.renderer.enabled = true;
     }
}
}

Thanks for the Info…everything so far has worked well especially using the trilinear and aniso level…however should i bump the aniso level all the way up to 9 or is that a bad idea?

A higher number increases rendering costs on the graphics card only. Set it to 9 if you need to, but if a lower number works, use that.