In the end of the video the guy shows how light and the music starts to differ when the position value is changed from its origin.
For me, only the music changes while the lighting is still the same.
I thought, that’s weird, so I basically just copied all of the code to make sure it was all correct. But still the same result.
Then I remembered that I only own the free version of Unity, and therefore I couldn’t bake the lightmaps as directional lightmaps, so I’ve tried with both single and dual lightmaps - but still no alarm light triggering.
When I click my light_alarm_directional in the hierarchy while in game mode, and I change the position value so the alarm is supposed to turn on. I can see that the AlarmLight’s intensity is moving up and down all the time, just as supposed to according to my code. And the Alarm On checkbox changes to checked. The checkbox and intensity goes back to 0 and unchecked if I change the position back again, as supposed to.
So what is my problem, the baking of the lightmaps or some other settings that I had to leave unchanged because I don’t have the pro version?
Another question, are there some tutorials / projects like this Stealth that don’t assume you have the pro version? I think it is really weird they are making guides for newbies who actually own the pro version. Nobody is going to spend a fortune on this program before they know at least the basics of this tool! Don’t get me wrong I like Unity so far and I think it’s great they have a free version, but it kinda sucks to start on a project like this and then halfway find out you need the pro version
You are most likely right. It probably has to do with lightmap although I have not done the tutorial so its only a guess. You have tried to rebake using Single lightmaps, right ?
He’s doing the tutorial in deferred lighting which is pro only btw.
A workaround for now would be to ask for a trial version of pro and then you will have 30 days to learn the tutorial.
I don’t know if it was that mister Alf, I’m having the same problem and I have the pro version with deferred lighting and all. My problem is a little different though because I can’t even hear the music change and there is no sound of alarm sirens for me.
GimLee, did you ever figure out what the problem was? I hope the poor guy hasn’t given up because of this…
Hey, I actually did give up back then because of this. But just recently I wanted to try it out again and remembered this old post. I changed the Tags.cs to what you said, but it didn’t really help Also I can’t see how changing the name of one tag to a new one should fix anything? But thanks for finally answering this topic Please reply to this if you can help me
Now I tried it with the creators scripts. And still the same thing happens. Think I will tryout the pro version and see if it works out when I bake the lights differently.
Stumbled across this thread whilst looking for an answer to a problem with the latest instalments of this tutorial, with what looks like a bigger impasse for non-Pro users. That aside, I’ll throw my hat in this ring, whilst I’m here:
a) I can confirm that the lights work ‘fine’ on the free version. Clearly not the lighting that was intended, but I’ve been working with Dual Lightmaps and not seen much visible difference between the tutorial videos and what I’ve made. Certainly, things flash red when I stand where I shouldn’t.
b) When I manually slide the intensity of the light attached to alarm_light_directional in the inspector, I can see a very visible change in the Game window, even when it isn’t running. Are you able to do this? If it works in the inspector but not in-game, that would point to a coding issue. Otherwise, if it doesn’t work by manually sliding the intensity, I’d suspect there was a problem with how the light was set up (either the object or the lightmap).
If you want to test that b) above, and let me know how it goes, I’ll have more helpful(!) suggestions
However incredible drop in performance, so I am guessing that baked lighting can’t interact with real time lighting in the free version or something like that.
@kellanhiggins: In the Free version of Unity the “Dual Lightmap” function, that makes it possible to have realtime shadows + Lightmap, is not available in the free version of unity.