Backrooms | The backrooms , endless mono yellow rooms to traverse | Audio Utils library
kandi X-RAY | Backrooms Summary
kandi X-RAY | Backrooms Summary
The backrooms, endless mono yellow rooms to traverse.
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Top functions reviewed by kandi - BETA
- Converts the layout of a layout into an array of ints .
- Calls the carpet override .
- Updates the sanity state .
- Generate side slice .
- Called when a new block is hit .
- Checks to see if a camera is running .
- Floor block override .
- Calculate next map key .
- Render block layer .
- Registers the client .
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QUESTION
i imported my blender backrooms model to unity, and i got a wierd mess, this is the model in unity , when its in blender it looks exactly as intended, and even when i render a image of the model in blender all the textures look like they should,this is the model in blender, not a rendered image, ive browsed countless "solutions" and i cant find one that applies to mine, i have tried changing unity import settings, extracting both materials and images, and so on, nothing makes the materials look proper, my guess is that its not accounting for UV mapping junk so its stretching the image so far that it becomes blurred beyond recognitiion, if anybody can help me out it would be much appreciated, also just a side note but i dont think the displacement maps work in unity like they do in blender
edit: the model has multiple objects, the floor ceiling and walls are all 3 seperate objects
edit again: here is the node layout for the floor, every other node layout for the walls and ceiling is just the floors layout but without a displacement map on it
...ANSWER
Answered 2021-Nov-18 at 14:28It's been a minute since I've used Unity. But without looking at the blender file, I would suspect that it could maybe be that there's two UVs on your model, and Unity is using the wrong one. I believe Unity uses the first UV Map for texture info, while the others are used for lightmap info. If that's the case, just delete the wrong one in your model. Hopefully that helps!
Edit (more info): I created a basic model with walls, ceiling, and floor. The walls, and ceiling only have a UV Map called UVMap
. However, the floor has two UV Maps: UVMap
and UVMap.001
. Like so:
Now, if I click on that little camera icon next to the UVMap/UVMap.001 you will possibly see the overall size of the bricks change. If so, delete the wrongly scaled UV Map so you only have one UV Map in that window. After that, I would just ensure all your UV Maps are called the same on your other meshes, which is typically UVMap
as default. You will also want to be sure all of your images are being mapped by UV, not Object or Generated as Unity cannot use that information. From there you should be good to go!
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