Jump to content

Protozoaire

Members
  • Content count

    103
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by Protozoaire

  1. To help those who are searching to do the same, below is a C# script to move the vertices of a pb object : using UnityEngine; using System.Collections; using ProBuilder2.Common; public class MoveVertex : MonoBehaviour { pb_Object pb; //ProBuilder Object pb_Face face; //Object face Vector3 VertCoo; //Vertex Coordinates int[] indices; //List of vertices in the choosen face void Start() { pb = GetComponent<pb_Object>(); //Get the component on the object pb_Face face = pb.faces[0]; //Get the choosen face indices = face.distinctIndices; //Only grab the unique indices - so (0,1,2,1,3,2) becomes (0,1,2,3) VertCoo = new Vector3(0.5f,0.5f,0); //New coordinates StartCoroutine(WaitAndChange()); } IEnumerator WaitAndChange() { yield return new WaitForSeconds(2); //After 2 seconds //We change the vertices' position pb.SetSharedVertexPosition(indices[0], VertCoo); pb.SetSharedVertexPosition(indices[1], VertCoo); pb.SetSharedVertexPosition(indices[2], VertCoo); pb.SetSharedVertexPosition(indices[3], VertCoo); } } To see what it does :
  2. Protozoaire

    Making a hole with a mesh?

    Is it possible to use a mesh to make a hole in another mesh? Like in blender here: That would be awesome and time saving
  3. Protozoaire

    Making a hole with a mesh?

    You're right! Awesome, thanks
  4. Protozoaire

    MeshRenderer reactivate himself automatically

    Absolutely, no more issues with latest version of ProBuilder 2.6.0.f1.
  5. - Windows 10 x64 - Unity 5.2.2f1 Personal - ProBuilder 2.4.8f1 On a PB GameObject, when I turn off his MeshRenderer, then save my scene, then modify a script (attached to a parent) and save it. My MeshRenderer automatically turn back on. It's the same with MeshCollider.
  6. Protozoaire

    Replace texture/material on inactive PB-Object

    Tested on latest version of ProBuilder 2.6.0.f1 it's working.
  7. Probuilder 2.4.11f0 rev4081 - Unity 5.4.0f3 (64-bit) According to user's language, my script replace all textures that contains English text in PB-GameObjects active or not. On active ones it works. On inactive ones it doesn't work, I need to activate it, then replace the texture, then deactivate it.
  8. Protozoaire

    MeshRenderer reactivate himself automatically

    Currently on Probuilder Advanced 2.4.11f0 rev4081. You're right, I tried to reproduce that issue on a new PB Prefab without any success. It seems it's any on old Prefabs.
  9. Protozoaire

    Replace texture/material on inactive PB-Object

    public var PB_GO1 : GameObject; public var PB_GO2 : GameObject; public var NewTexture1 : Texture2D; public var NewTexture2 : Texture2D; function Awake() { PB_GO1.GetComponent.<Renderer>().material.mainTexture = NewTexture1; //Texture replacement works on active PB GO PB_GO2.GetComponent.<Renderer>().material.mainTexture = NewTexture2; //Texture replacement don't works on inactive PB GO } I think it's replacing the texture on inactive PB GO but when it's enabled, all changes during the period of inactivity are lost.
  10. Protozoaire

    Replace texture/material on inactive PB-Object

    It also works on inactive Quickdecals GameObjects.
  11. Protozoaire

    ReAtlased Decals Error

    There an error message only the first time I open QuickDecal Tool : get_skinIndex is not allowed to be called from a ScriptableObject constructor (or instance field initializer), call it in OnEnable instead. Called from ScriptableObject 'qd_Editor'. See "Script Serialization" page in the Unity Manual for further details. UnityEditor.EditorGUIUtility:get_isProSkin() qd_Editor:.ctor() UnityEditor.EditorWindow:GetWindow(Boolean, String, Boolean) qd_Editor:MenuOpenDecalsWindow() (at Assets/ProCore/QuickDecals/Editor/qd_Editor.cs:110) But that's all, no errors or warnings in the Console when Atlased. Possible lead: When I add a new texture in QuickDecals, the green button still say "Atlased". I need to change its name to reAtlased. Then the "Pack" material don't have a texture assigned.
  12. Protozoaire

    ReAtlased Decals Error

    Unity 5.4.0.b22 QuickDecals 2.0.11 Rev 3710 1) Put some decals to a scene 2) Click Atlase then rename it and click Atlase again 3) Decals are empty 4) Relink texture to material 5) Decals are replaced by others, some are cut in the middle If I delete all my old decals and reput them in the scene, it's working but a very long process. Is it possible to add a feature which refresh old decals in scene based on the new Atlased Group? Thanks for your help
  13. Protozoaire

    Exported PB GameObjects have duplicated vertices

    Thank you for your awesome solution, it works perfectly
  14. - Windows 10 x64 - Unity 5.4.0b9 (64-bit) Personal - ProBuilder Advanced 2.4.11f0 First of all, I use ProBuilder to do absolutely everything in my games and apps. Like creating characters for in game use (https://www.instagram.com/p/BDFdTMRtF-P) or 3d print (https://www.instagram.com/p/BC2T7J9NF9J). When I export the created GameObject to decimate it, sculpt it or simply move some vertices for 3d print adjustments, I noticed vertices are not connected anymore : It would be awesome to keep vertices connected when exporting a PB GameObject
  15. - Windows 10 x64 - Unity 5.2.2f1 Personal - ProBuilder 2.4.11f0 If we strip PB scripts in a GameObject and then make it as a Prefab, the Prefab doesn't contains a Mesh Filter anymore :
  16. Protozoaire

    Pb Prefab no visible when duplicated

    It appends a lot in my project so I can do it again if you need me to test something
  17. Protozoaire

    Pb Prefab no visible when duplicated

    - Windows 10 x64 - Unity 5.4.0b9 Personal - ProBuilder Advanced 2.4.11f0 (r4081) Sometimes when I duplicate a Pb Prefab it becomes invisible and the new is visible. So on the screen it seems like we just move the Prefab whereas it's a new one : - If I click on play, the invisible Prefab is visible again. - If I don't click on play on select it, there is an error on the console : NullReferenceException: Object reference not set to an instance of an object ProBuilder2.EditorCommon.pb_Editor.UpdateSelection (Boolean forceUpdate) ProBuilder2.EditorCommon.pb_Editor.OnSelectionChange () 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:187) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:180) UnityEditor.HostView.OnSelectionChange () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:135)
  18. Protozoaire

    Untiy 5.4 Beta Issues

    Hi perhaps it's something like that : http://www.protoolsforunity3d.com/forum/index.php?/topic/1444-selection-of-probuilder-objets-are-2s-delayed
  19. Protozoaire

    Error message showing up often

    - Windows 10 x64 - Unity 5.4.0b9 Personal - QuickDecals 2.0.11 Since I updated to Unity 5.4.0b9 an error show up in the console very often : get_skinIndex is not allowed to be called from a MonoBehaviour constructor, call it in Awake or Start instead. Called from script 'qd_Editor' on game object ''. See "Script Serialization" page in the Unity Manual for further details. UnityEditor.EditorGUIUtility:get_isProSkin() qd_Editor:.ctor() UnityEditor.EditorWindow:GetWindow(Boolean, String, Boolean) qd_Editor:MenuOpenDecalsWindow() (at Assets/ProCore/QuickDecals/Editor/qd_Editor.cs:110)
  20. - Windows 10 x64 - Unity 5.3.2f1 Personal - ProBuilder 2.4.8f1 Since I update Unity from 5.2.2f1 to 5.3.2f1 : Unity crash when I select an inactive Pb_GameObject. Error : CheckDisalowAllocation. Allocating memory when it is not allowed to allocate memory.
  21. And ... it works ! Thanks for your help Now I need to see with Oculus and Unity for a major issue related to parallax texturing in VR with Unity shadows but it's another subject Edit : If someone come to this page because of the parallax / VR / Unity shadows keywords. Oculus topic is here : https://forums.oculus.com/viewtopic.php?f=37&t=30608
  22. You're right : There are 2 dlls in Assets\ProCore\ProBuilder\Editor named ProBuilderEditor-Unity6.dll and ProBuilderEditor-Unity5.dll So I've done the DLL rename procedure : http://www.protoolsforunity3d.com/docs/probuilder/#dllrename I also renamed pb_MaterialSelection 1.cs to pb_MaterialSelection.cs After Unity relaunch, just one temporary error message : Then I click "Clear" and all seems to be good in the console and in all my scenes Now I'll try to update Unity 5.2.2f1 to 5.3.3f1. May the Force be with me
  23. I'm ready to update PB and Unity to the latest versions : First of all (before Unity update), I updated PB with Asset Store Unity Window to the latest version : 1) A lot of errors appears, I relaunch Unity : 2) Unity is reloaded, now I have 1 error : 3) I delete the older file without renaming "pb_MaterialSelection 1.cs" to "pb_MaterialSelection.cs" : 4) New error : Am I doing something wrong with that update ?
×