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When I use Unity, when Objects are too far away, they disappear, and slowly start to appear as you get closer. Obviously, this is a problem because I want the player to see a huge Game World. The fog is not on in the render settings, and I don't know if this is a bug, or it's designed to this. If it is, then I would like to know how to turn this function off. This is a really frustrating problem so help would be appreciated. Thanks in advance.
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Hi, it appears you are encountering Clipping What this basically does is 'clips' of stuff that's too far away from the camera. In the inspector, if you select your main camera, there will be a section underneath field of view called clipping planes, the higher you set the 'Far' value, the farther away an object will be before it's 'clipped' off. I recommend setting the far value to something like 100000. Also, another way to keep your objects from disappearing would be to scale down your entire scene. I hope this helps! :) Thanks. It helps!
Aug 17 '11 at 07:50 PM
Overlord
Note that having huge far values (and small near values) for the camera results in poor z buffer resolution, which usually creates visual artifacts. In most cases I wouldn't recommend using such high far values, but use two cameras instead (one for near objects and one for far objects).
Aug 17 '11 at 09:20 PM
Eric5h5
Well, this is going to be a space sim so I don't know how that would work.
Aug 18 '11 at 12:05 AM
Overlord
I don't know how it wouldn't work. Being a space sim wouldn't make any difference; if anything that makes it easier.
Aug 18 '11 at 01:30 AM
Eric5h5
I meant two things:
Aug 18 '11 at 01:46 AM
Overlord
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This really helps, thank you. One question, how can i implement 2 cameras in the same FPS controller?, if you have a player viewing all the land from the top of a mountain, all the land must be showed, but how to change between 2 cameras just only when the player wants to see far away?, thank you.
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