Sun is showing grey when far away. When brought closer to camera it changes to yellow
The only thing I can think of why that would happen is if you have fog enabled in your lighting settings or through post processing. Fog by default is usually grayish or white in color and could cause that effect on far off objects. If you are positive you don't have fog enabled, then post a screenshot of what you're seeing and I'll do my best to help you out from there.
It was doing it to the moon as well. But, I just scaled every thing down. It's like the camera can't see the colors far away. And thanks for the speedy reply. Really enjoying the tutorials!
The camera has a near and far clipping plane. You can adjust the far clipping plane so that you can see out further. If the objects are just outside that clipping plane they won't be rendered or it'll seem as though they are "clipping" through the background.
On a side note, something that may cause issues later on that wasn't discussed thoroughly in the course. Currently you're looking at the rocket/environment from the opposite side. I know this because the red arrow in the top right of the inspector is pointing to the left. When you get into the movement mechanics, the left and right is based off this global coordinate system so it'll feel backward when you're moving the rocket.
To fix this you can rotate everything 180 degrees in the opposite direction. The rocket's X Axis red arrow should be pointing to the right. The red arrow denotes "right" for the x axis, which is a positive value. This is used later on within the scripting.
Idk, I set the far clipping to 3000 like you did. I bumped it up to 5000, no change. I don't know what Rendering Paths are But, I changed that from using graphic settings to Deferred. That seemed to solve the greying problem. I'm just not sure if that caused me a new problem? Thanks, for the heads up with the X Axis. You just saved me a huge headache!
Setting it deferred shouldn't have any negative issues. Usually you'd use deferred when you want to use a lot of lights and want more predictable and realistic lighting. For this low poly scene it's not really necessary since we only use one light. If that works for your scene then keep it in. Might have been just what was needed to force it to render things properly.