Regarding the 3D model of the person wearing simple clothes, there is a title issue.
When I checked on UNITY's PLAY, the skin underneath the clothes does not protrude, but when I build on Android and check on Android, the skin sticks out of the clothes that should be in front of the clothes (some of the skin is in front of the clothes).
I thought that some optimization was on the line, so I tried to disable the Optimization section in Build & Setting, but it didn't work.
I would appreciate it if you could provide me with some information to help me solve this problem.
In particular, the contents that are different from what I checked on the PLAY screen are printed on Android, so I am troubled that it takes time and effort twice.Thank you for your cooperation.
android unity3d build
"Z Fighting"?
First of all, (maybe I've already done it) let the clothes float over my skin.
As long as the camera doesn't come close, it shouldn't bother you even if it's about 1cm empty.
(It is up to the questioner to decide whether or not you are curious.)
Then adjust the ClippingPlanes value on the camera.
In the experiment, you can clip other objects, so please keep the Near and Far values close enough to prevent clipping of the clothes and skin in question.
If this does not cause the symptom, it is a depth buffer accuracy issue.
Near should be set as far away as possible and Far should be close to narrow the gap between Near and Far.
In particular, the Unity documentation also states that setting Near far away is effective.
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