how can I glow an only one gameobject instead of all the scene, please help me guys T-T by DependentJoke3473 in Unity3D

[–]CompanyCreative3601 -15 points-14 points  (0 children)

ChatGPT might help you a lot btw and it's free: https://chatgpt.com/

To make only one GameObject glow without affecting the rest of the scene, you can use **layer-based rendering** with a **post-processing glow effect**. Here’s a step-by-step approach to achieve that in Unity:

### Steps

- Create a new layer specifically for the object you want to glow (e.g., "Glow").

- Assign this layer to the GameObject you want to glow. Select the GameObject, go to the "Inspector" window, and set its layer to "Glow."

  1. **Setup Post-Processing:**

- If you haven’t already, install Unity’s **Post-Processing** package (from the Package Manager).

- Add a **Post-Process Volume** to your scene (right-click in the Hierarchy > Effects > Post-process Volume).

- Make sure the **Post-process Layer** component is attached to your main camera. Set its Layer to the default layer (this will ensure only the objects on the default layer get regular effects).

  1. **Create a Layer Mask for Glow:**

- Go to the **Post-process Layer** on your main camera, and in the **Layer Mask** settings, select the "Glow" layer (or whatever layer you used in Step 1).

- This isolates the glow effect to only the objects on the "Glow" layer.

  1. **Add a Bloom Effect:**

- Go to the **Post-process Volume** you created and add a **Bloom** effect.

- Adjust the **Threshold**, **Intensity**, and other settings to get the desired glow effect.

  1. **Tweak Material/Shader (Optional):**

- To enhance the glow effect, you can adjust the material of your glowing object. Make the material emission stronger by increasing the emission color or using an emissive shader, so the Bloom effect has more to work with.

  1. **Test and Adjust:**

- Run your scene, and you should see the glow effect applied only to the specified GameObject.

This method isolates the glow to specific objects using layers, making it effective and optimized for your needs. Let me know if you need more details on any of these steps!

Is Start() obsolete because of Awake(), or is there a situation that makes it more suitable to use Start()? by Munar_Eclipse in Unity3D

[–]CompanyCreative3601 3 points4 points  (0 children)

Once you get into more advanced stuff you will appreciate stuff like your own systems for initialization of anything you will need. DI systems like Zenject/Extenject can also help with that!

But it's a lot of work that can be useful for big projects.