Comments (13)
Hi lessw2020,
Would you be wiling to share a few screenshots? It might help clue me into what's causing your issue.
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Hi @sleal-unity - you nailed it!
It was in fact a rotation issue with the quad being uni-directional (something I had no idea about). I did find I had to rotate on the X-axis, not the Y for my specific quad (possibly due to it already being rotated from creation time). With a visible material enabled, then it suddenly appeared...both visually and started labelling as expected :)
First, huge thanks to your help as this would have been basically impossible to surmise and I already spent hours of frustration/effort on it today.
I guess that leads to the question of going forward, how would someone know if their quad is facing 'out' to avoid this...esp if it's a transparent quad? Is there a visual way to check during design (ie. not by adding a texture and running in game mode).
At least now I know the issue and I'll go rotate all my quads tomorrow and hopefully can start training with the full labelling going which will be a big moment.
Thanks again!
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Also, thanks to the tip re: z-fighting- that may have been happening to some degree as I was working to fix the rotation/out face issue, and moving it around.
Will make sure everything is slightly offset and not planar!
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@lessw2020 a good way to test this is to make the object non-transparent and make sure you can see it from all the angles you are interested in. Definitely a downside of invisible geometry is it's harder to debug. Glad you got it figured out!
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@sleal-unity - definitely. Let me get those together now to walk you through it.
context - these are Covid diagnostic tests...so as noted, we can't 'read' them unless they face to the camera.
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not sure if related, but now I'm seeing this error about an internal leak, and can't shake it even with a reboot. The background objects are no longer rotating....so let me make a new scene and rebuild in case that is the root issue.
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Well to try and simplify, I can show the issue on the whipping cream prefab.
I followed the procedure in this issue (#151)
and on the whipping cream made a transparent cylinder to cover the cap, and also a transparent quad to cover the label:
However, once I display it in game view, then I only get the label for the cap and object, not the quad.
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and then in game view, no label:
Note that if I project the quad so it's floating a bit in front of the whipping cream container (instead of right on the carton), then the label does appear from a rotated perspective such that the label is now angled to the camera:
But as soon as you rotate the carton to see the front view, you no longer have a label for the quad...it only shows as a labeled item on it's own basically.
This appears to replicate what I was hitting in that from front view, quad labels basically disappear in terms of labelling.
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Alright, bit of a breakthrough. If I use an invisible cube, and not a quad...now it shows with labelling as expected (in game view..haven't generated with it).
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so this seems to be a bug with quads. Note that I also tested making the material non-transparent, in case that was the root issue and also made it obnoxiously large...that showed the same issue of visible from side angle (where it projects past the carton) but once rotated to face on, it disappears and is not shown nor labelled.
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I'll try tomorrow to rebuild the prefabs with cubes for the invisible geometry and see if that allows a workaround for now.
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Note that I'm using HDR pipeline and 2020 recent.
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I noticed your comment that you tried rotating the quad to make sure it wasn't backwards, so I have only one other suggestion. I would check to make sure that the quad is not actually inside or planar to the carton but rather slightly offset from front of the carton. If you place the quad too close to the carton's outer face you may be run into a Z-fighting issue. Wikipedia has great article explaining this computer graphics phenomena.
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