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Disastercake

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  1. Disastercake

    Error thrown when Paint tab clicked in editor window

    Thank you very much, Karl! I really appreciate the help. =)
  2. Disastercake

    Error thrown when Paint tab clicked in editor window

    Ok I actually found the asset that was causing the conflict. It is an asset called FullInspector. Any idea why this could be causing problems just by being in the project? I sent a reproing project to contact at procore3d.com. This is Full Inspector on the asset store: https://www.assetstore.unity3d.com/en/#!/content/14913
  3. Disastercake

    Error thrown when Paint tab clicked in editor window

    I have to actually revert the factory settings because the windows won't even close with the X button when I open the paint tab. I also tried restarting Unity as well and this didn't help out. I also just updated to the latest Unity 5.3.6f1, but still not fixed. I am running Windows 10. I started a new project and it doesn't crash in that one. Does that mean another package could be interfering with it? Could there be something conflicting between Probuilder Packages? Maybe a similar named class? I have the following installed: Probuilder Advanced ProGrids QuickEdit QuickBrush
  4. I just purchased Polybrush, and clicking on the paint tool tab shows this error and freezes the polybrush window. Any idea what's wrong? Literally did nothing other than install, bring up window, then click paint the icon. It even happens in just empty scenes. No other tool tab seems to have any problems (Though I haven't begun using the tool yet). I'm using Unity Pro 5.3.5p7. InvalidCastException: Cannot cast from source type to destination type. Polybrush.z_BrushModePaint.get_colorPaletteEditor () (at Assets/ProCore/Polybrush/Code/Editor/Brush Modes/z_BrushModePaint.cs:72) Polybrush.z_BrushModePaint.DrawGUI (Polybrush.z_BrushSettings brushSettings) (at Assets/ProCore/Polybrush/Code/Editor/Brush Modes/z_BrushModePaint.cs:132) Polybrush.z_Editor.OnGUI () (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:307) 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)
  5. Disastercake

    Why is Probuilderize not working on this mesh?

    Ah, interesting. So basically each triangle is bringing 3 vertices to the table, so the vertice count of Probuilder's translation of the mesh is the triangle count * 3? Unfortunate, but I think I understand. I'll just use another vertex painting tool, then.
  6. I'm having an issue with getting Probuilderize to alter this mesh. It throws several errors including having too many vertices and index out of range. QuickEdit seems to have no problems editing the mesh, and the Unity inspector says the model only has 15129 vertices. Any idea why it won't work for Probuilder? I'd like to be able to paint the vertices on it, so I need Probuilder to work on it. The mesh: https://drive.google.com/open?id=0B_-AhIUmnW4-ajRjSVFjUTliazA The errors: Error 1 Mesh.vertices is too large. A mesh may not have more than 65000 vertices. UnityEngine.Mesh:set_vertices(Vector3[]) pb_Object:ToMesh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 2 Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 89304, VertexCount: 0 UnityEngine.Mesh:SetTriangles(Int32[], Int32) pb_Object:ToMesh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 3 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[]) pb_Object:RefreshUV(pb_Face[]) pb_Object:RefreshUV() pb_Object:Refresh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 4 Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_colors(Color[]) pb_Object:RefreshColors() pb_Object:Refresh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 5 IndexOutOfRangeException: Array index is out of range. pb_Object.RefreshNormals () pb_Object.Refresh () ProBuilder2.EditorCommon.pb_Menu_Commands.ProBuilderize (IEnumerable`1 selected, Boolean preserveFaces) ProBuilder2.Actions.pb_ProBuilderize.MenuProBuilderizeTris2 () (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Thank you!
  7. Disastercake

    Export Selected to OBJ and Make Asset not working

    Nevermind. I didn't realize it was creating a folder for the object. Since it was named the same as another folder it got put in there. However it seems like it's not saving out the vertex coloring data when going to OBJ. I could have swore it use to do this. Any idea what could be wrong?
  8. I'm having a problem with Export Selected to OBJ and Make Asset. After I click them, the loading icon appears on the mouse for a second, and then nothing happens. There's also no debug output. Any idea why?
  9. Disastercake

    Soft Selection?

    Would like to second this (again) as well as I've been hoping for this for a long time. Probuilder would be perfect with a soft selection brush. It's the only critical thing missing in it for me that prevents me from being able to use it for more than just blocks. Vertex Pro Tools has a soft selection brush working directly in Unity. It allows for brush shape and roll off strength settings, and allows for a push and pull commands. What it's missing si the ability to pull the vertices whichever direction you need them to go in. Maybe you guys can take a look at that and see how it could work for Probuilder: After the soft selection brush is added, a smoothing brush would be fantastic, but all I really need is a soft selection to be happy enough.
  10. Disastercake

    Preserve UV option

    I could really use a preserve UV option. I was recently trying to wrap a plane around the ground geometry and was hoping to use Probuilder for that, however without preserve UVs to maintain the edges it starts to tile in a way that is undesirable. Technically I can go back and adjust the UVs myself, but it'd be infinitely more helpful to just have a check box to preserve UVs or not.
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