Can I add non-trees to terrain.terrainData.treeInstances on Unity 3D?

I need to create a brush in which there will be stones, poles, bushes and other elements of the environment. I bought a Prefab Brush. Whether it is possible to add the objects that I draw on the Prefab Brush scene to terrainData.treeInstances, as regular trees add?

Is it possible to use a not prefab tree as an object for the TreeInstance class?

UNITY – Instantiate is spawning too many clones

just at a bit of an impasse with this one if anyone can help.

I am developing an endless runner, and I am trying to instantiate my obstacle prefabs by having my player go through a trigger which activates an instantiation. The problem I’m having is that when the player goes through the trigger, my code seems to instantiate multiple prefabs at a time. I’ll post screenshots and my codes to illustrate this better. Player hits the first trigger, instantiating 3 clones

Player hits the next trigger which instantiating even more clones

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class ObsGenerator : MonoBehaviour {      public GameObject spawnTrigger;     public GameObject Player;     [SerializeField] private List<Transform> obstacleList;      public Transform spawnLocation;      public void OnTriggerEnter2D(Collider2D Player)     {         if (Player.CompareTag("Respawn"))         {            // for (int i = 0; i < obstacleList.Count; i++)             {                 spawnObstacle();                              }         }     }      public void spawnObstacle()     {         for (int i = 0; i < obstacleList.Count; i++)              if (obstacleList.Count > 0)             {                 Transform chosenLevelPart = obstacleList[Random.Range(0, obstacleList.Count)];                 Instantiate(chosenLevelPart);             }         }     }

Really appreciate anybody’s help!

Unity Game too dark on Samsung Galaxy Alpha (LWRP)

I just noticed that my game is way too dark on my old Samsung Galaxy Alpha. The game looks fine in the editor, PC version and on my Samsung Galaxy S7.

I’ve been developing with Unity 2019.2.2f1 so far and read that some versions had this problem I have in older versions, but that it should have been patched already. I upgraded to 2019.2.15f1 just out of desperation, but the problem remains the same.

It’s a LWRP project and I have no clue about lighting yet. There’s no lights added to the project so far and I’m mainly using GUI elements in the game instead of sprites.

View post on imgur.com

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I don’t have much experience with quality settings and such stuff, so I’m not sure which settings to post. Please, let me know what sections are important and I’ll edit the post accordingly.

How to change the intensity of a light

I just want to change the intensity of a light.

The script is already in the light object, but I can’t turn it up or down to save my life, and wherever I look, no one has the answer.

using System.Collections; using System.Collections.Generic; using UnityEngine;  public class Flashlight : MonoBehaviour {      public bool flashOn;       void Update()     {         if (flashOn)         {             light.intensity = 0;               if (Input.GetKey("q"))             {                 flashOn = false;             }         }         else         {             light.intensity = 1;               if (Input.GetKey("q"))             {                 flashOn = true;             }             }     } } 

How do i protect my game assets as an individual? [duplicate]

This question already has an answer here:

  • Questions on the legal protection of games and their parts (assets, sounds, title) 2 answers
  • How do I protect my game's IP? 2 answers

For my first games, they will be well made, complete, but extremely simple, while i father enough funds to actually fund a game company.

But because I plan on releasing quality content under {insert my name here} Studio (trademark)(c)

and of course all of my games will be superseded by a (c), despite the fact I haven’t even registered anything.

But the real question is, what steps do I need to take to make sure my content does not get stolen while im financially stable enough to file all the paperwork needed to maintain proper copyrights?

I’d also like to release a major title, but I’m scared to, because I know someone is going to try and steal it.

Where can I find an accurate map of Earth for a real-time third-person game?

I want to create a game that will allow the player to move to any place on Earth. The game will not be first-person, but it will be possible to zoom in quite close nonetheless. What I am lacking is an accurate height-map of the planet. Textures such as albedo, specular or normal would also be very helpful.

I don’t know if such textures exist, but an “accurate” height-map should have a resolution of at most a few meters.

The textures do not have to be 100% real. Some parts can be procedurally generated, as long as they look “realistic”.