![]() ![]() And in my project, I would set checkLighting to false. Maybe we could have additional option like checkLighting, which may be true by default, and if so, that would trigger the test of opening each scene file to see if lighting can be generated. I wouldn't want to add these files to my repo I wouldn't want to set allowDirty to true and I obviously wouldn't want my build to fail just because some useless lighting files are not in my project. For example, my project is entirely unlit 2D, but it is still possible to generate useless lighting files. Or they could choose to set allowDirty to true.ĮDIT: I thought about it some more, and automatically trying to generate lighting files for each scene is a bad idea, even with the above. Idk if it currently works this way, but if a build fails because allowDirty is false, we should clearly list out which files are new or modified, which should allow the user to fix it from their end. If any lighting files are generated, the build would fail if allowDirty isn't set to true. I think the simple solution may be to use the Unity Editor to open each scene in the build settings. That is, change the Environment Lighting Source to Color and select an appropriate color. Using a solid-color ambient lighting seems to work fine. I tested to see if this occurs with a non-default skybox, and verified it does still occur in that case. Under Environment Lighting header, select Source drop-down.The relevant settings are found in the Unity editor under: The three opposite sides will be dimly lit because they are only lit by environment/ambient light. 3 sides will be brighter because they face the default directional light. You should see all sides of the cube are illuminated. Build the project using GameCI and observe that 3 sides of the cube are black (unlit).Add a behavior to rotate the camera to be able to see all sides of the cube.Select the default SampleScene for the build.Create a new Unity project using 3D template.Surfaces lit exclusively by the skybox will appear black. "\n consider using a different pixel format.Environment / Ambient Lighting from the Skybox is missing. "\n the format may be unsupported by your device " If ((mPixelFormat, true))ĭebug.Log("Successfully registered pixel format " mPixelFormat.ToString()) ĭebug.LogError("Failed to register pixel format " mPixelFormat.ToString() just thought I'd leave it incase anybody needs to access these callbacks This behaves much like Update() - Most of the magic happens in OnTrackablesUpdated not sure if this is really needed but leaving in just to be safe The OnVuforiaStarted event is required for getting the camera pixel data for sure API for getting Vuforia Callbacks as of Unity 2018.1.0f2. MPixelFormat = Image.PIXEL_FORMAT.RGB888 // Use RGB888 for mobile MPixelFormat = Image.PIXEL_FORMAT.GRAYSCALE // Need Grayscale for Editor GraphicsSettings.lightsUseColorTemperature = true GraphicsSettings.lightsUseLinearIntensity = true I beleive these are required setting to make adjustments to the ambient light in the scene. Public class VuforiaLightEstimator : MonoBehaviour If anyone could to add color temperature estimation, would be nice. ![]() Since Vuforia still doesn't offer an ambient light estimation on 2020 other than with ARkit, here i share what i'm using with Unity 2019.3: ![]() To create a new line within the box use SHIFT ENTER. ![]()
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