Even if the game is made in unity, people usually don't use default shaders for their games. It's very likely a different shader. Also, unity has had different versions of the shader throughout updates so even then it differs.
You need an opacity channel with information in it and it needs to be plugged into an output map in your export preset. I don't use the default export presets but I imagine one of them supports it. Png is the sensible option for output
You could hook some scripts up to mess with a given camera and get similar behaviour but my advice would be to leave well alone - once you've upset a default camera in maya it tends to stay upset.
Ah, good to know there's scripts available for it... thanks Steve :) Although it begs the question... if it's so easy to script, why haven't Autodesk ever added it by default? It's pretty much a necessity for hand-keyed cycles, I thought...
Thanks! Right now I'm using simple default grass wind function on foliages but this effect it's not really cool. I will try to make custom grass animation but later. Now I'm working on some important materials.
Is this about the spotlights not working or nothing coming from the screens? Are the lights using the inverse squared falloff or no? Should be checked by default if I remember. Are they baked or dynamic? Do they work in the opposite mode, or before you build lighting?
If you want the circles to remain circular, everywhere on the dome, then the default geometry and UVs will not work properly. You will need to create a custom layout. Find an example of how it is done in real life to learn about tesselation techniques.
I'm not a Maya user, but I think you should work with the default Maya tools first, and then install useful scripts whenever you actually need something to ease, speed up or automate certain processes in the pipeline.
Well after clicking around and playing some more I was able to find out the option I was looking for! Odd that it wasn't on by default as that would make most sense to me. 9k 1 vs Maya 256125
In the Render to Texture dialog you need to change the Use Automatic Unwrap tickbox to Use Existing Channel, it's assuming that you don't have an unwrap on your model, and defaults to the oh so amazing results of automatic unwrap.