Looking in unreal engines documentation is a good idea.
It is probably because your project is using a post processing effect that mobile either doesn't support or an asset is missing. When I was using UE4 usually if there is something wrong with materials when exporting to mobile the console would tell me.
This guy had a similar issue:
Swarm is only for building lights since it is often a long, CPU intensive process so Swarm "borrows" spare CPU cycles from other machines it's installed on to speed up the process.
I don't know of any option for general editor work you can use to achieve what you're trying to do besides installing the editor directly onto your work computer and ...
Render the meshes at the end of the depth-only prepass with depth testing disabled and tagging those pixels in the stencil buffer. Then enable stencil test in the base pass to not touch those pixels. At the end of the base pass you turn off stencil test and render your foreground meshes with depth testing enabled to get their properties in the gbuffer.
Move the camera higher up. The human brain expects to be see from the normal human eye height above the ground, so about 150-170 cm. So your walls look about 4-6 metres high. Make the camera 10 times as high, and now they're 0.4-0.6 metres high.
Your current perspective is appropriate for a dungeon crawler where each wall is a voxel and the walls have traps ...
There's no such thing as "camera size". If you have a free-moving camera, the perceived "camera size" depends solely on the camera movement speed.
If you make your world N times larger and increase the movement speed N times, those two actions will cancel each other out, and the end result will be the same.
So instead of making the world ...
This is a feature of the C# programming language called an explicit cast.
When you have a reference of a type of a base class or interface, but you are sure that the object it points to is of a certain more specific sub-class, then you can use it to convert that reference to a reference of the more specific class.
In this particular example, a Renderer is a ...
Renderer is a subclass of Component. So (Renderer)b casts current Component to Renderer.
GetComponentsInChildren(Type type) (that returns Component) was used before its generic counterpart GetComponentsInChildren<T>() (that returns T) was added to Unity.
In today's Unity this code can be simplified to:
void SetTargetInvisible(GameObject Target)
The black lines occured due to me not rounding float values properly. In my engine I can only set a pixel on x and y values that are integers. In my case I had a float variable called speed that was added onto the cameras x and y position (which also is of type float).
I solved the issue by rounding the speed and camera variables. This made the black lines / ...
Apparently removing an item from a list that you are iterating isn't such a good idea. Separating the cleanup/removal process from the render for each loop fixed the issue.
private val gameObjects: List<GameObject> = mutableListOf()
private val gameObjectsToRemove: List<GameObject> = mutableListOf()
* Removes the ...
Sometimes the worst result arises like this Which the reflection is totally(sometimes half) white or black.
I accidentally set the planar reflection scale back to default, the artifacts went away. Couldn't explain why, but it worked:D
(Special thanks to @DMGregory)
After so many tries I finally got it.
Created a new scene Main Menu
Deleted the Main Camera and created a new Camera.
Created a Canvas named it Main Menu Canvas.
Created a Rawimage named it Main Menu Background and made it child of the Main Menu Canvas.
This is a screenshot of my Hierarchy :
Now screenshots to show the settings :
The first screenshot ...
You have 2 options:
Make your canvas (with buttons and UI elements) transparent, and put your blurred background as a texture on a plane pointed at the camera, with your animated character in front.
Setup a second camera which renders only the character to a RenderTexture and use the RenderTexture as a RawImage in your GUI.
The first option is pretty self-...
Unfortunately I can’t answer in terms of unreal engine, as I do not have experience with it, but I’m guessing that my experience with general game development and Unity specifically may transfer in this particular case.
In Unity, I would set up the hands and weapon to be rendered separately from everything else, by setting their layer to be something other ...
You usually do not want your polygons to draw from both sides in a game.
If you're standing outside a building, you want to see the outside faces that point toward you. You don't want to waste time and GPU resources drawing the back side of the building.
Similarly when you're standing inside a building, you want to see the faces of the interior walls. You ...