I use a metallic material which I use on fixed and moving objects. Now these materials show as black instead of the metallic on moving objects and in inspector, which I assume means there is no light. I can lower the metallic from 1 and flat color does show. Fixed objects are still ok in game (metallic). Pretty simple shader, just white with metallic up at 1 (you do have to get scene lighting correct).
game is in the stores working fine. The code is archived, so nothing was changed in the project. This is unity 2017.1.1. a couple months ago, these materials were fine when I built last release. we never edit archived version after a build, but if I open now archive it has this problem.
I also build same game on Unity 5 for android, and no problem there, materials show metallic in inspector and games. If I just move the material from unity 5 to unity 2017, material is reflective in unity 5, black in unity 2017. see screenshots below. scenes used baked illumination as we don’t need realtime reflection. tried realtime, didn’t change.
What has changed? Thanks, Tom
Unity2017
,
Unity 5.
Hi, Thanks for taking the time.
I’m not sure what you mean by “re-build” reflection probes, but I went over scene lighting and tweaked it. But it did not help.
In opening scene, metallic materials are reflecting, when I go to another scene and then return to opening scene, metallic materials do not work in opening scene. I’ve tried with realtime lighting just to see if I can get reflections, but no luck. Basically, reflections work perfectly in Unity5 but don’t work outside of opening scene in Unity2017. What could be changing when I reload my opening scene inside the game?
Thanks, Tom
Hi, I have attached an assets folder for a sample project with 2 scenes. Just create a new project, add assets, add scenes to build settings and run.
Initial load shows metallic material on sphere, as you switch between scenes with button, spheres go to black.
This is exactly the problem I’m having moving from Unity5 to Unity 2017 (1.1).
What’s wrong?
Thanks, Tom
I solved this. With Unity 2017 you have to use the reflection probe properly. Unity 5 don’t have this problem. The reflection probe should be large enough to encapsulate anything that needs a reflection. You can edit where the probe reflection is created. if you leave it in the center, all the objects in the scene will be black dots as they are blocking the light. so I put the probe at a far edge of it’s box to get rid of obstructions.
In lighting settings, you have to have realtime and baked selected.
In the objects you want reflection, they also have to have realtime.
if you have more that one reflection probe, make sure this main one is used. had some objects on a second reflection probe, they got nothing until I turned off the second probe.
As always, its unfortunate that Unity choose to ignore its less than mega customers and offers no support even though I have a pro subscription. Unity is a very good game engine, but support gets a 0 on a scale of 1 to 10.