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Protozoaire last won the day on November 9 2017
Protozoaire had the most liked content!
About Protozoaire
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Ok, for info, if I merge my objects with Blender, then import it into Unity, it's only 1 part (instead of 2 or more parts for bigger files). So it's under the Unity vertex limit.
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Any news about that issue? It happens on all PB objects, when there is a lot a faces to merge. Thx
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Yes, 2 PB meshes are include in the Unity scene I joined with my first post. If you try to merge them, it will do what you see on the pictures above.
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Workaround: 1) Export no-merged PB meshes in obj. 2) Import in Blender, join and remove doubles. Export. 3) Import in Unity to have a merged mesh.
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Thank you. There was 1 object then I could merge 8 objects without any problem. Then the bug seems to appear when we are above a specific number of faces... so above 30000 faces with 14500 vertices.
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No they are entirely created with Probuilder
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Unity 2017.3.0f3 Probuilder 2.9.8f3 Some PB objects are not merged together properly: I have no error message. Scene (without textures) joined. Amphores_Garum_Cuve.unity
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Ok I'll try that workaround, thanks. I'll try to find what corrupted all my Polyshape meshes and if the issue is still present for newly created meshes.
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I only tried on already created meshed. I've created a new topic because it's a new error:
- 8 replies
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- autostitch
- polyshape
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(and 1 more)
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Hi! To reproduce the issue: 1) New Unity Project (2017.1.0f3) 2) Imported PB 2.9.8f3 3) Import the joined Prefab "Poignee_Amphore_a_Garum_1.prefab" in a new scene 4) Open the UV Editor, Face mode, and Autostitch like in here: Poignee_Amphore_a_Garum_1.prefab
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Probuilder Advanced 2.9.8f3 Unity 2017.1.0f3 Personnal I still can't autostitch on some faces on all PB Polyshape objects: Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_uv(Vector2[]) ProBuilder2.EditorCommon.pb_UV_Editor:ApplyUVs(pb_Object, Vector2[], Int32) ProBuilder2.EditorCommon.pb_UV_Editor:RefreshUVCoordinates(Nullable`1, Boolean) ProBuilder2.EditorCommon.pb_UV_Editor:RefreshUVCoordinates() ProBuilder2.EditorCommon.pb_UV_Editor:ClickShortcutCheck(pb_Object, pb_Face) ProBuilder2.EditorCommon.pb_Editor:RaycastCheck(Vector3, Int32) ProBuilder2.EditorCommon.pb_Editor:OnSceneGUI(SceneView) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Is it possible to have an hotfix for that? All PB Polyshape objets have these issues.
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Is it possible to have an hotfix for that? All PB Polyshape objets have these issues.
- 8 replies
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- autostitch
- polyshape
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(and 1 more)
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Probuilder Advanced 2.9.8f3 Unity 2017.1.0f3 Personnal I still can't autostitch on some faces on PB Polyshape objects: Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_uv(Vector2[]) ProBuilder2.EditorCommon.pb_UV_Editor:ApplyUVs(pb_Object, Vector2[], Int32) ProBuilder2.EditorCommon.pb_UV_Editor:RefreshUVCoordinates(Nullable`1, Boolean) ProBuilder2.EditorCommon.pb_UV_Editor:RefreshUVCoordinates() ProBuilder2.EditorCommon.pb_UV_Editor:ClickShortcutCheck(pb_Object, pb_Face) ProBuilder2.EditorCommon.pb_Editor:RaycastCheck(Vector3, Int32) ProBuilder2.EditorCommon.pb_Editor:OnSceneGUI(SceneView) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)
- 8 replies
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- autostitch
- polyshape
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(and 1 more)
Tagged with:
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Probuilder Advanced 2.9.8f3 Unity 2017.1.0f3 Personnal Button "Clear the selected faces" and "Expend the face selection" are inverted. Clear actually expend, expend actually clear.