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Protozoaire

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Posts posted by Protozoaire


  1. 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.


  2. 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)

     


  3. Probuilder Advanced 2.9.5f3

    Unity 2017.1.0f3 Personnal

     

    I can't autostitch on some faces in a PB Polyshape object.

    Error message:

    OverflowException: Number overflow.
    System.Convert.ToInt32 (Single value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Convert.cs:1237)
    ProBuilder2.Common.pb_Vector.GetHashCode (Vector2 v)
    ProBuilder2.Common.pb_Vertex.GetHashCode ()
    System.Collections.Generic.GenericEqualityComparer`1[ProBuilder2.Common.pb_Vertex].GetHashCode (ProBuilder2.Common.pb_Vertex obj) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/EqualityComparer.cs:99)
    System.Collections.Generic.Dictionary`2[ProBuilder2.Common.pb_Vertex,System.Int32].TryGetValue (ProBuilder2.Common.pb_Vertex key, System.Int32& value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:591)
    ProBuilder2.Common.pb_MeshUtility.CollapseSharedVertices (UnityEngine.Mesh m, ProBuilder2.Common.pb_Vertex[] vertices)
    ProBuilder2.EditorCommon.pb_EditorMeshUtility.Optimize (.pb_Object InObject, Boolean forceRebuildUV2)
    ProBuilder2.EditorCommon.pb_UV_Editor.ClickShortcutCheck (.pb_Object pb, ProBuilder2.Common.pb_Face selectedFace)
    ProBuilder2.EditorCommon.pb_Editor.RaycastCheck (Vector3 mousePosition, Int32 deepClickOffset)
    ProBuilder2.EditorCommon.pb_Editor.OnSceneGUI (UnityEditor.SceneView scnView)
    UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2403)
    UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1721)
    UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1553)
    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:272)
    UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:265)
    UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:232)
    

     


  4. Unity 2017.1.0f3 (64-bit)
    Probuilder Advanced 2.9.7f5

    I work very frequently on cylinder objects and smooth edges.

    It's currently not supported by the UV tool. I use "manual/box" or "manual/plane" button to have a start, then I manually align each faces of my objects, and that's long, very long.

    What would be awesome is a "manual/cylinder" button or an auto-growing-stiching function like that:

    440430Autostitch.gif

    I currently align each vertex one by one:

    730461PrtScrcapture161.jpg

    367572Animation.gif

    427682PrtScrcapture163.jpg


  5. I'm not using any scene view modification. I use multiple monitors (3) with the scene view window on the main screen.

    If I remove Probuilder from the project, I can use "F" again to focus on Unity objects by directly select them then press "F".

     

    I've found a workaround in the brand-new project with Probuilder:

    1) If I select a vertex, then select again the PB object in the hierarchy, then press "F", it works.

    2) If I do the same but without selecting the PB object again in the hierarchy, it doesn't works.

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