Graphics – The colors of the model are much better in the mixer than in Unity (LWRP), how to fix the bad colors in Unity LWRP?

I did some models in Blender 2.8:

enter the description of the image here

After importing them into Unity, their appearance is much worse:

enter the description of the image here

Always the same material as in the mixer, I use the LWRP and I only had problems with it, the lack of AO being one of them. Is there anything I miss because it should not look worse in the game engine?

webapp – Is it possible to create a Web application with Unity and store data on the cloud

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Player when we sometimes hang on the tillemap (Unity)

Well guys, I'm trying to develop a 2D game in Unity, I've done a lot; but my character (player) sometimes hangs on the street amination. Here is a link for anyone curious to know what's going on (https://drive.google.com/open?id=1lwiP0QxmzyNLXU6t8ycWLfGs57D1-M51).

This is my player code

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Player : MonoBehaviour
{
    Animator anim;
    Rigidbody2D rb;
    public float forcaPulo;
    public bool estaNoChao;
    public Transform refPe;
    public float velX;

    // Start is called before the first frame update
    void Start()
    {
        anim = GetComponent();
        rb = GetComponent();
    }

    // Update is called once per frame
    void Update()
    {
        //Mover horizontalmente
        float movX;
        movX = Input.GetAxis("Horizontal");
        anim.SetFloat("absolutoMovimentoX", Mathf.Abs(movX));
        rb.velocity = new Vector2(velX * movX, rb.velocity.y);

        //Detectar se o personagem está no chão
        estaNoChao = Physics2D.OverlapCircle(refPe.position, 1f, 1 << 8);
        anim.SetBool("estaNoChao", estaNoChao);

        //Pular
        if (Input.GetButtonDown("Jump") && estaNoChao)
        {
            rb.AddForce(new Vector2(0, forcaPulo), ForceMode2D.Impulse);
            GetComponent().Play();
        }

        //Virar o personagem de acordo com sua posição
        if (movX < 0) GetComponent().flipX = true;
        if (movX > 0) GetComponent().flipX = false;
    }
}

These are the parameters of my daughter

TilleMap Settings

I especially tried everything! Do you know what it can be? A light? Someone who went through this?

Thank you in advance.

Rest – Consume RESTful Web Services with Unity webGL build

I'm trying to consume a RESTful web service with JWT authentication in my Unity application, designed as a WebGL application. It works perfectly well when I launch the application in game mode. The communication works well. Unfortunately, this changes when I build it as webGL and I download it on github to run it as a web page and test it. This will give me a forbidden 400 message when i will try to get it.
An idea of ​​where it comes from? The API in question is: https://www.opensensors.com/

Cost of Unity Local Multiplayer vs. Unity Online Multiplayer

I know that making multiplayer games in Unity costs money because of the servers used to connect players. So, basically, it is free up to 20 UCC and it then increases according to the UCU. This is true for online multiplayer games.

But for local multiplayer games (LAN), should it be expensive to use? Because we have converted one of the devices locally as a server and we do not need their servers. So I think ok ?? Or am I wrong somewhere?

I just wanted to know how to create a local multiplayer mode and do not an online multiplayer.

Also wanted to ask if Photon supports local multiplayer mode?

Basically, I'm confused on how to create a local offline multiplayer game.

Can you use GetSpectrumData () + FFTWindows to perform audio visualizations in Unity 2d?

I've watched online and the tutorials are focused on Unity 3D. With the problems, I'm not sure if I can use this function and FFTWindow to create a 2D audio viewer or let the audio affect my 2D objects.

Can be done in 2D?

Thank you.

Windows App – Unity Pro 2019.2.13f1 (x64) | NulledTeam UnderGround

x64 | languages: english | Size of the file: 938 MB

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What's up
Release Notes of 2019.2.13f1:

Known issues in 2019.2.13f1
-AI: NavMeshBuilder.UpdateNavMeshData performance up 10x
-Animation: blocking of mono_field_get_type when the Add Property option in the Animation window must display a script with a Vector2Int variable
Non-Active Importers: Blocking Planning Operations :: OutMarshaller When the TextureImporter.ReadTextureSettings Argument Is Null
-Graphics – General: Memory leak in native graphics
-Graphics – General: The project crashes at the opening in ShaderLab :: IntShader:: p

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