It’s basically attached to my main camera making everything pixelated. Afterwards when I add image effects/glow I can see it in my preview game window but not after I build. Once I turn the pixelated script off I can then view it after the build. Do I need to add another camera? If so, to what?
This whole idea of things appearing in my preview “game” window but not after I build is just so confusing to me and a bit frustrating. Any insight as to what’s going on would be greatly appreciated for my Unity knowledge is next to zero.
Welcome! This is certainly the proper place for newcomer questions, so no worries there.
The biggest thing I can see being an issue here is this:
You really should have a better understanding of Unity before you bother messing with fancy rendering scripts, I think. Go through the official tutorials and get a feel for how Unity really works. Complete a free course on Javascript or C# to get the fundamentals of programming down. Once you actually understand how the Unity IDE, GameObjects, and script functionality works, try again with your camera. If you still can’t get it then, post back here with some screenshots and more details on what you’ve tried already, and we’ll gladly help.
I know it sucks to have to go through the crawling phase when you just want to sprint towards your awesome game idea, but if you’re not comfortable with the basics, you’re going to be asking for help on every single thing you try to build.
Well I don’t have an awesome game idea and was just experimenting with Unity aesthetics, environments and lighting. To be honest I’ve got down almost everything I need to know in regards to creating a 3d environment and enough with triggers using playmaker which speeds up the workflow without needing to really know C#. Like Gamemaker, I simply learned the code when I needed to because filling my brain with tons of code while not implementing it at the same time doesn’t work for my brain which is why I’m not a programmer. Is it really essential for aspiring designers who spend most of their time in 3ds max to completely learn java and C#? Cut me some slack. Hell, I don’t even know if this is a script problem, camera problem, shader problem or whatever so sorry if I’m not going to blindly and aimlessly start watching every tutorial. I mean out of the 60 script tutorials which is the one I’m going to need to know? Is learning about Linear interpolation going to help? Because that’s essentially what you’re telling me to do, just read everything. Also you’re telling me to expand the size of my hippocampus to be able to store massive amounts of text while not implementing 99% percent of it
I just figured someone had come across a similar problem and there might have been an easy answer which I feel is still out there but maybe not. I was inspired by the aesthetic of “Bernband” and wanted to see how to achieve that aesthetic. I work six days a week so when you tell me that I need to set everything aside and pound out C# books for one or two problems is rather discouraging. If say, you had an understanding of what my problem was and you could point me somewhere that explains conflicting scripts or shaders or how to understand this specific problem I’d be extremely grateful and am willing to read anything as long as it solves my problem. Is it because they’re not layered? Is it the camera the image effect is attached to that’s the problem? I like designing and 3d modeling and was hoping I could simply play around with the limits of light and different aesthetics without having to read courses on C# when odds are I don’t need to know half the stuff they’re going to explain to me.
I understand the naivety of many people nowadays wanting their “awesome” game idea to make them millions without having to write code and why it’s good to tell people to try and understand it at it’s core. But in this instance I would totally learn by problem solving. I just figured someone could throw that script on their camera real quick, apply a glow image effect and tell me why it’s conflicting or at least tell me why the game preview won’t always show in the build. Essentially I’m also testing the limits of my PC and whether or not I’m even capable of building a 3d game with dynamic light so once again troubleshooting is going to save me a lot more time than rigorous reading. Either way I appreciate the response.
Hi, I’m a noob too. I understand your frustration, but I might not know enough to really help you.
In the linked post it says “(works in free)”, to me that is an indication, that it is a hacky workaround from the unity 4 time where rendertextures were not available to the free users and some other method was used, that has limitations that now stand in the way of what you want to do. This may or may not be true, remember I’m a noob too. My understanding is that now that unity 5 gives everyone access to rendertextures you should render the whole camera to a rendertexture that is a fraction of the size of your screen resolution and then draw that low-res rendertexture back to the camera view upscaled with the correct interpolation mode.
Check out this asset:
I believe it does something similar to what you want to do and you could pick through the code and play around with it. It’s free so just give it a try.
If you use this or your own implementation based on the same techniques, then you should be able to apply the glow effect before the pixelation to have a pixelated glow, or after the pixelation to have a (probably weird looking) smooth glow over the pixelated image. Same goes for all other image effects. I’d put the pixalation last.
I can relate to that and yes, to play around with aesthetics you don’t need to dive hardcore into C# beforehand. But you most likely won’t end up with a finished game that way…
Thank you so much. I’ll be fiddling with it tonight after work and am feeling confident. Thanks for helping with the understanding. You sir are a gentlemen and a scholar