Interactive tabletop playing surface (Space Hulk Hobby Challenge)
Anyone know anything about lighting in Unity?
Seriously, it’s been a while since I did anything more than just a simple UI/interface in Unity and a very long time since actually writing anything that resembled a game (probably last time I actually finished writing a game was back in the days of the GameBoy Advance when some wag found a way of pirating games, and the homebrew coding community used it to put their own games and apps onto the device).
I’ve had all kinds of problems trying to understand lighting in Unity, all to no avail.
So I’ve just deleted all the light probes, set all material shaders to Standard (diffuse) and set the light intensities from 5-6 down to 2-3. I also removed all baked lighting information and just ran the game from there.
It doesn’t look terrible.
But it does look a bit like a game from 1989 on the Sega Megadrive, filled with garish colours, just to demonstrate a full 256-colour palette. It’s not quite the look I was aiming for!
It doesn’t look anywhere as cool as it could do, if only I properly understood this crazy new real-time system; like everything in the coding world, it feels like everything used to be so much easier than it is today!
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