I’m building a zSpace application in unity. I’m primarily using Unity 2017.4.9f1 but I’ve tried the same items in the 2018 (up to 2018.3.0b3), and have problems there as well.
I’ve been having problems with shadows in the build. Everything looks fine in the preview mode, but when I do a build I will sometimes get shadows offset in one eye, which is very disorienting and makes the display look bad.
I saw previous answers here about running in deferred mode which when I implemented them did mostly solve my shadow problem. The offset is gone, but I do occasionally have a shadow that ‘disappears’ for a bit and then reappears. The shadows are FAR better than in forward rendering.
However using deferred mode means that I can’t use MSAA or other hardware anti-aliasing. All of my lines are crawling all over the place. I tried using a post process effect on the camera for aliasing (the typical solution), seems to break the zSpace view, everything is off-center.
One solution that I thought would be that if I could run the same path as the preview mode in my build, then my application would look fine, my scenes aren’t too complicated, they performance is fine in the editor so I can afford the performance hit. I attempted to modify the zCore scripts to bring up the preview window in the build mode but it doesn’t appear when I do the build. (it pops up fine when I do it in editor mode).
Is there a good solution that allows decent shadows and anti-aliasing?