This section addresses common problems that can arise when using Unity. Each platform is dealt with separately below.
Deferred renderingThe process of drawing graphics to the screen (or to a render texture). By default, the main camera in Unity renders its view to the screen. More info
See in Glossary is disabled because materials are not displayed correctly for Geforce 7300GT on OX 10.6.4; This happens because of buggy video drivers.
This happens when Visual Studio reports that it failed to open your script. The most common cause for this is an external plugin (such as Resharper) displaying a dialog at startup, requesting input from the user. This causes Visual Studio to report that it failed to open.
This may occur if your video card drivers are not up to date. Make sure you have the latest official drivers from your card vendor.
An object’s Renderer must have Receive Shadows enabled for shadows to be rendered onto it. Also, an object must have Cast Shadows enabled in order to cast shadows on other objects (both are on by default).
Only opaque objects cast and receive shadows. This means that objects using the built-in Transparent or Particle shaders will not cast shadows. In most cases it is possible to use Transparent Cutout shaders for objects like fences, vegetation, etc. If you use custom written ShadersA program that runs on the GPU. More info
See in Glossary, they have to be pixel-lit and use the Geometry render queue. Objects using VertexLit shaders do not receive shadows but are able to cast them.
Only Pixel lights cast shadows. If you want to make sure that a light always casts shadows no matter how many other lights are in the sceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary, then you can set it to Force Pixel render mode (see the Light reference page).