Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This post has been wikified, any user with enough reputation can edit it.
avatar image
0
Question by caiorondon · Mar 31, 2015 at 10:48 AM · c#iphonegraphics

Application.LoadLevel question

Greetings Unity dev community!

(First i'd like to apologize myself for any english mistake, it`s not my mother-tongue. Said that, let's go to my question. :P)

I don't really know if it's a bug or not, but i didn't see no one on the Internet giving comments about that (and i searched a lot before ask here).

Basically, I have a game (iOS build) with two scenes, the first is the Main Menu and the second the game itself. I didn't begin the artistic part yet (character model, enemies model, ambient, and so forth) so i'm using all the primitives objects gave by Unity (Cubes, planes - without any material etc) but the main ideia of the game works properly - with a few things to work on, but it's everything fine. Except that:

When i'm in play mode and load the game scene from the main menu scene - triggered by a cliked button (or if i load the main menu scene from the game scene, also triggered by a cliked button) all things change their original color (either in the game and #scene tabs) to something like a sepia tone. Strangely, when i stop the play mode everything returns to its original state, it happens only when i'm play mode (or Unity pause mode) and the actual scene came from a loadLevel call. Is that a bug (on Unity, my GPU, code etc) or it's everything fine and that is just the way Unity says to me, that i'm noob and it's just that there's different scene loaded in play mode?

EDIT1: SS from my Unity

1 - That pic represents the normal color and illumination of my scene. This is how the scene looks if i simply hit play on Unity. http://answers.unity3d.com/storage/temp/43639-normal.png

2 - This one is how my scene looks if i came to that scene from an application.loadlevel method call. http://answers.unity3d.com/storage/temp/43638-different.png

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image fafase · Mar 31, 2015 at 06:14 PM 1
Share

Could it be that the light in the next scene has grey color ins$$anonymous$$d of white? Check the color in the light component.

2 Replies

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by caiorondon · Mar 31, 2015 at 10:30 PM

@fafase you gave me the right direction to solve the problem. Thank you so much. :D

When the level reload itself or load another, the default skybox was being used on Environment Lighting section on the lighting windows, and this is why my lighting on game scene was becoming strange. I removed the skybox and everything works as expected. (:

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by trololo · Mar 31, 2015 at 11:18 AM

Edit>Preference>Color>Playmode tint

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image caiorondon · Mar 31, 2015 at 03:12 PM 0
Share

Nah, i'm not talking about this. Look at those images, they show the problem that i described above. It's not related to the color given to Unity in playmode. :T

http://answers.unity3d.com/storage/temp/43639-normal.png http://answers.unity3d.com/storage/temp/43638-different.png

different.png (50.3 kB)
normal.png (70.3 kB)
avatar image rodude123 · Mar 31, 2015 at 05:56 PM 0
Share

you know your pictures make no sense at all to your question

avatar image caiorondon · Mar 31, 2015 at 06:05 PM 0
Share

@rodude123 Of course it does. The fist picture shown (normal) is the picture that represents the normal color and illu$$anonymous$$ation of my scene. This is how the scene looks if i simply hit play on Unity.

The another one (different) is how my scene looks if i came to that scene from an application.loadlevel method call.

avatar image fafase · Mar 31, 2015 at 06:15 PM 0
Share

Pictures make total sense, the game view is clearly different, what you are giving here would modify the editor color.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

2 People are following this question.

avatar image avatar image

Related Questions

Multiple Cars not working 1 Answer

Distribute terrain in zones 3 Answers

Language advantages Android/Iphone 0 Answers

Possible to render a simple colored spot rather than use a PNG? 0 Answers

How to implement an ammo counter using textured quads? [Scripting doubts] 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges