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  1. Earlier
  2. mr_dude

    mr_dude

    Gabriel, where are all of the rest of the tutorials that show each individual tool on You Tube?
  3. sacb0y

    Different snap dimmensions per axis

    Any updates on this matter?
  4. Gavin

    Polybrush resets transform

    Just a heads up, I have updated to Unity 2018 and this tool is still unusable for me. When I use place object or vertex paint, the mesh disappears on play. I made a new project and it is working fine in there. I'm guessing it is a conflict with an existing asset I have?
  5. gord0

    Runtime assistance

    Is is possible to see the source code of FaceWithTriangle(int[], out pb_Face) ? It's blowing up in there even when there aren't null faces.
  6. gord0

    Runtime assistance

    New oddity I'm dealing with now... how is it possible for a pb_Object's faces to become null even though the object visibly has all of it's faces (cube)? I'm not removing/deleting faces. for (int jFace = 0; jFace < _ourPBCube.faces.Length; jFace++) { if (_ourPBCube.faces[jFace]==null) { Debug.LogWarning("EGADS!!!"); } }
  7. deltamish

    Set Material of Selected Face at Runtime

    Hey sorry for the delayed response. Has the library been updated if so. How can I update to the latest version Thanks
  8. moco

    updating paid advanced version

    Hey guys, I'm afraid I don't completely understand the upgrade guidelines. I've upgraded Unity from 2017.3 to 2018.1 and I've got ProBuilder 2.9.8 installed. Now I want to upgrade ProBuilder to the new 3.06 version that is compatible with Unity 2018. For upgrading from ProBuilder 2.9.8 the guidelines says: Open the project in Unity 2018.1 or later Edit the manifest.json as described above Follow the Convert to Package Manager utility instructions. However, for me it's not clear what I need to do in step 2. Do I need to somehow edit the manifest.json manually? What information do I need to specify and why is this necessary? What if I just install the ProBuilder 3 version with the package manager? If so, do I need to delete the old ProBuilder 2.9.8 first, or should I keep it? Thanks in advance for any help. EDIT: I've just tried to install the new version via package manager while still having 2.9.8 installed. The upgrade manager started, then throwed and error and told that it's needed to switch to force-text asset serialization. I followed this advice. Then, the re-serialization process started but seemed to hang up at the end. So, I terminated Unity. Now, after re-opening the project, it seems that a full all-asset re-import is started. Project size is 175 GB btw. Oh my ... But hey, patience pays off. Good news is everything seems to work fine after all the progress bars have completed.
  9. gord0

    Runtime assistance

    Turns out, due to unknown sorcery, that the first 6 values in msh.triangles were being removed. So then I manually replaced them and the face reappeared, but was removed again any time I changed anything in the geometry. So I just manually made a new face and appended it to the mesh and set it's vertices to be the same as the missing face. This fix stuck, so that's that I guess.
  10. gord0

    Runtime assistance

    No, it would be wonderful if there was though lol
  11. Sentinel_Assault

    New To ProGrids, It is not showing under tools.

    Nevermind I just imported a new asset and for some reason, it works now
  12. gord0

    Runtime assistance

    Will let you know on Monday.
  13. karl

    Runtime assistance

    Any errors in the console?
  14. gord0

    Runtime assistance

    Well of course because people love changing things, the whole input style has changed. The want to be able to just place nodes and have the "corridors" just connect the nodes. Which is fine, but it also means a lot of how I was doing things has changed. Have you ever had a face just disappear after an extrusion? In this case, not even the face I had extruded.
  15. Zen

    Really Frustrating Bug

    Thank you, that fixed my problem. Everything is rendering like a charm!
  16. GabrielW

    Really Frustrating Bug

    Hi Zen! Sorry for the frustration, we could probably show a "warning" for this in the future. What's happening is, you've pushed two verts (top and bottom) into the exact same position, which creates an impossible surface, and can't be rendered properly. If that doesn't make sense- when you pull those top verts down, and they land exactly on the bottom verts, they bottom ones aren't automatically deleted. Why aren't they auto-deleted? Well, we've generally tried to not "guess" what the user wants, and do hidden, automatic stuff. So, you'll need to merge those overlaid vertices- try using "Collapse" or "Weld" (make sure "Select Hidden" is on when drag-selecting, to get both vertices). Hope that helps!
  17. Zen

    Really Frustrating Bug

    There is an annoying bug that has been preventing a significant amount of development on my game, mostly because I rely on this asset to easily model basic shapes. What's been going on is that every time I pull two top vertices down from a cube to form a ramp, the two faces to the side become completely black. It's very easy to recreate, and goes like this: (I'm using mac by the way) build a 1x1x1 cube, switch to vertex editing mode, and select two top vertices and pull them down. The two faces to the side should become pitch black. This is also being done using progrids, so it snaps by to the bottom instantly when I drag down. I hope you guys can help me resolve the problem.
  18. Koyemsi

    How to script extrusions

    You guessed right @karl, the problem came from static batching. I made my cubes not static anymore, and now everything works fine. It also solves a lighting issue, which makes my procedural frames appear less white than they should. I always forget that the default state is static when creating a PB object. Thank you so much ! By the way, 2 questions : 1- To make them not static, I just unmarked the checkbox at the top of the inspector. Is it OK to do so, or is it better to change the Entity Type to Mover ? 2- About assigning different materials to faces. Before PB became part of Unity Technologies, dragging materials directly from the assets to the object's face had bad results, and the Material Editor was the only way (but not so handy). Now it seems to work, is that right ?
  19. karl

    Problems when building

    ProBuilder 2.9.8 is incompatible with Unity 2018.1 and up. See http://procore3d.github.io/probuilder2/upgrading/overview/ for info on updating to ProBuilder 3.
  20. karl

    Platform builder

    I don't think you'd need to use CreateShapeFromPolygon for this. Rather, just a series of quads would suffice. Here's an article that you may find helpful. It should cover the math that you're looking for. http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/ Probably just a series of quads is what I'd use. However I think your approach will also work. Yes, so adjust your corner vertices to line up precisely with one another. See the article linked above.
  21. karl

    How to script extrusions

    First guess is that static batching is enabled. Make sure that any objects that will be modified at runtime are marked as not batching static. If that isn't it, make sure that the objects are unique ProBuilder meshes. If they're prefabs you'll need to do a `pb.MakeUnique()` call to ensure they are not linked instances.
  22. Tazzad

    Problems when building

    2018.1.0b13 of Unity 2.9.8f3 of ProBuilder When I opened Unity today, I also got this message IndexOutOfRangeException: Array index is out of range. ProBuilder2.EditorCommon.pb_Editor.GetFirstSelectedMaterial (UnityEngine.Material& mat) ProBuilder2.EditorCommon.pb_UV_Editor.RefreshUVCoordinates (Nullable`1 dragRect, Boolean isClick) ProBuilder2.EditorCommon.pb_UV_Editor.RefreshUVCoordinates () ProBuilder2.EditorCommon.pb_UV_Editor.OnSelectionUpdate (.pb_Object[] selection) ProBuilder2.EditorCommon.pb_Editor.UpdateSelection (Boolean forceUpdate) ProBuilder2.EditorCommon.pb_UV_Editor.OnMouseClick (Vector2 mousePosition) ProBuilder2.EditorCommon.pb_UV_Editor.HandleInput () ProBuilder2.EditorCommon.pb_UV_Editor.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:291) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:284) UnityEditor.HostView.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:103) UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:206)
  23. Koyemsi

    How to script extrusions

    Forgot to put my script, which is quite simple : using System.Collections; using System.Collections.Generic; using UnityEngine; using ProBuilder2.Common; using ProBuilder2.MeshOperations; public class Encadrement : MonoBehaviour { public float largeur = 0.2f; public float epaisseur = 0.02f; public float profondeur = 0.1f; void Start () { pb_Object pb = GetComponent<pb_Object> (); // 1 - backface extrusion pb.Extrude (new pb_Face[] { pb.faces [0] }, 0.025f); pb.ToMesh (); pb.Refresh (); // 2 - borders extrusion pb.Extrude (new pb_Face[] { pb.faces [6], pb.faces [7], pb.faces [8], pb.faces [9] }, largeur); pb.ToMesh (); pb.Refresh (); // 3 - borders 2nd extrusion pb.Extrude (new pb_Face[] { pb.faces [6], pb.faces [7], pb.faces [8], pb.faces [9] }, epaisseur); pb.ToMesh (); pb.Refresh (); // 4 - sides extrusion towards front pb.Extrude (new pb_Face[] { pb.faces [18], pb.faces [20], pb.faces [22], pb.faces [24] }, profondeur - 0.025f); pb.ToMesh (); pb.Refresh (); } }
  24. Koyemsi

    How to script extrusions

    Hi, I did some progress with my framing script. It now works, but I have new issues. Here is how I proceed. First I create a PB cube, with 3 different materials (left picture). Then, I attach my script (Encadrement.cs) to it. It generates the frame, by extruding several times the back face (see the result on the right). Everything's fine until I put a second painting in my scene (the same way, with a new PB cube). See case 1 below. It seems that their meshes are combined in a way, as I obtain this error : This is quite strange, as I have in my scene another PB object which doesn't cause trouble : it is one first painting for which I've created the frame manually (so this object doesn't make use of my script). Moreover, this issue occurs even if I deactivate my script on one of my 2 paintings. The only way I can have it work again is to deactivate the entire game object (case 2). But, if I reactivate it during runtime, then it works (case 3) ! Both of them get procedurally framed if not activated at the same time. Last thing I have to mention : Polybrush and Progrids are also intalled in my project. The odd thing is : whatever the last tool selected (scale tool, rotation tool...), when I run the play mode, a Polybrush tool is automatically activated. Is it a bug with the beta version of Polybrush ? And could this have anything to do with the first issue I mentioned ? Thanx in advance for your help.
  25. Gavin

    Polybrush resets transform

    Sent. Thank you
  26. Kubinna

    Platform builder

    Hello, I am creating 2D mobile game, where will player create own platforms on which will be moved fluid. From testing I found, that in 3D I have better fluid physic and performace, so I decided create this game in 3D, but use camera in 2D view and I want use your asset to build platforms. Platforms will be: Straight -> blocks Combined with other platforms -> no spaces between neighboring platforms Every platform could be erased Player will create platform from first click to mouse position or position where was released mouse button Creating of platforms by player (own script): As first thing I am calculating angle between two points (first mouse button click and release button position or mouse position in drag) Via this angle I will calculate edge points by given height of block (for me in 2D it is width -> variable widthLine) Using function CreateShapeFromPolygon Platform is created angleDeg = Mathf.Atan2(platform.secondPoint.x - platform.firstPoint.x, platform.secondPoint.y - platform.firstPoint.y); points = new Vector3[4]; points[0] = new Vector3(platform.firstPoint.x + widthLine * Mathf.Cos(angleDeg), platform.firstPoint.y - widthLine * Mathf.Sin(angleDeg), 0f); points[1] = new Vector3(platform.secondPoint.x + widthLine * Mathf.Cos(angleDeg), platform.secondPoint.y - widthLine * Mathf.Sin(angleDeg), 0f); points[2] = new Vector3(platform.secondPoint.x - widthLine * Mathf.Cos(angleDeg), platform.secondPoint.y + widthLine * Mathf.Sin(angleDeg), 0f); points[3] = new Vector3(platform.firstPoint.x - widthLine * Mathf.Cos(angleDeg), platform.firstPoint.y + widthLine * Mathf.Sin(angleDeg), 0f); platformObject.GetComponent<pb_Object>().CreateShapeFromPolygon(points, m_Height, m_FlipNormals); Combining of platforms: If player click on created platform from side where he clicked will be created another platform Not combine objects like this (on center -> use last point of created object): Combine objects without any spaces like this:(because player can drag with second platform, it must be dynamic generated by mouse position) Problems: Is there some chance how create this platforms easily than how I am creating them now? (point -> Creating of platforms by player (own script)) Is there is some posibillity how combine objects without any spaces? I tried calculate it by angles and distances, but it is not precisely and very hard. Not solved yet by math. Is function CreateShapeFromPolygon good for use on this problem or is some better function? In combine of objects, objects can´t overlap, because in overlap area will be maybe another shade? If platforms will don´t have overlap areas, and one object will be erased, combined object must be edited to basic shape. Thank you very much for your time and help!
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