This is useful stuff! Thanks. Has anyone found the correct position on the Arena canvas? I still cant fix the green shine...https://www.forgehub.com/maps/unsc-uncaged.6952/ UPDATE - I may have fixed it. The location on the Breakout Arena canvas is approximately (0.00, 0.00, -3.00) - or very close. Thanks @MythicFritz & @SgtSlaphead
Is this about the light/shadows that seep in thru the edges? This: Found this while distracted by the Unity docs (I dunno why. I blame my brain.) They call it "UV Overlap". OMG we can call 'em UVOs! This article (https://docs.unity3d.com/Manual/ProgressiveLightmapper-UVOverlap.html) has more info & pics of the UV map that shows how all the surface UV bitmaps (each called a "chart") are packed together. It explains junk about how GPU sampling causes this when they're close together. The good news: It even gives some possible solutions! The bad news: None of them seem to be options for us using Forge! But maybe we can try to disrupt the way the charts (UV-sharts? Yes.) are packed together by not having uniform blocks that can be crammed together so nicely. Break 1 big wall into 2 (which can also improve shadows & maybe lighting performance). Or throw in a nice rug or screen or Pig Toy. (?)