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  1. Hello, I'm wondering if I can start with an empty scene and then paint prefabs into the scene? Basically, I want to take a set of floor tiles and paint them into the scene while having them snap together. Then I would do the same with wall prefabs and so on. Looking for a fast workflow to build my 3d levels. ProGrids works great for snapping the prefabs together, but having a way to paint prefabs directly rather than duplicating and moving prefabs, selecting new prefabs, duplicating and moving etc. would save lots of time. Thanks!
  2. hoodoo

    ProBuilder and UE4

    Hi Gabriel, I just responded to your thread over on the UE4 forums. It's funny because just yesterday I started thinking "if only I could use PB in UE4 I would be so much more productive!" Then I was googling ProBuilder with UE4 to see if anyone had come up with a viable way to use ProBuilder in that environment. I know it won't work without being ported over but it was wishful thinking. Export/Import is not good enough as the tools need to be present in the editor. So I am happy to hear you are thinking of doing this! UE4 is very exciting and this would be a dream come true.
  3. FYI - I'm just getting back to PB after a summer hiatus and downloaded the new v1023 from cgcookie. I forgot some of the keyboard shortcuts so opened the pdf and noticed it's an old version of the doc from 2012. No worries as I have the previous version with correct doc, but wanted to let you know as this would impact anyone coming in new to the product. BTW, I also saw something about extrude in the current build of PB. Any chance I could take that for a test run? Sounds really cool.
  4. Hi Karl, I've seen this too. I make constant backups of my project and just quit and restore when it happens. I am on v865 but I'm not getting any new versions emailed to me. Is there a way to get my email on the list so I get the latest updates? I'm also creating lots of prefabs and hoping that they will migrate forward to the latest build without any problems. Thanks, -Dave.
  5. hoodoo

    Progrid UI doesn't load.

    If the icons are just missing on the ProGrids window that was already there before you installed the paid version, then maybe just close the tab and re-add the window. Or if that doesn't work, maybe removing ProGrids from the Project and re-importing might help.
  6. I've been reading some other posts including the one about copying objects between scenes. I want to create a set of prefab building blocks and then use them to quickly build my level. The problem I'm having is that I want to use these prefabs, but then customize the length or change vertices around a bit, and the break prefab instance is not working. I click on Break prefab instance, but any change I make to the object in the scene gets copied to the prefab still. Is there a way to accomplish this?
  7. hoodoo

    Merge Selection not working on Cubes now

    Thanks, Karl. I started over again and now also have the latest build. Things were going okay for awhile, but now I keep getting MissingReferenceException. So I can't merge anything now. What is the best way to recover from this without starting over and what causes this problem? Thanks, -Dave. Error: MissingReferenceException: The object of type 'pb_Object' has been destroyed but you are still trying to access it. Your script should either check if it is null or you should not destroy the object. UnityEngine.Component.get_gameObject () pb_Object.get_msh () pb_Object.VerticesInWorldSpace () pb_Object.CombineObjects (.pb_Object[] donors, Boolean saveDonors) pb_Editor.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
  8. Still build 721 as I don't have a link for build 727. Trying to merge two or more cubes that are adjacent (snapped to grid) yields the following error. I have applied a texture to the cubes. Is it okay to merge after texturing? If not, can the texture be removed? NullReferenceException: Object reference not set to an instance of an object pb_Editor.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Applications/buildAgent/work/b59ae78cff80e584/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Thanks, -Dave.
  9. hoodoo


    I just picked up ProBuilder and ProGrids last weekend. Having lots of fun doing some test creations. I've had Unity for a couple years and have played around with a couple simple game creations. ProBuilder really does put the fun into the creation process! My wife and I are working on an RPG/Adventure type of game with a strong narrative. She has a detailed game design with many levels that exist on graph paper in the game design book. We have started down the path before but have not found the tools to be adequate for what we're trying to do. Now we're going for it with Unity and ProBuilder! I'm a professional software developer and have been for many years. Not that good at artwork, but 3D is easier for me than 2D artwork. I'm using Blender and also have Cheetah 3D. Created a low-poly 3D model of a scuba diver in Cheetah 3D just for the fun and learning experience. I found the animation aspect of C3D kinda hard to use, and am putting time into Blender as I think animation will be a strong suit in that program. We're located in North Idaho at a ski resort (where I work remotely for a software company in California), but miss the beach (from San Diego originally). We want to create a mix of man made constructions and organic constructions, along with outdoor environments. I created a Mac/ios app called Web Quest Surfer just to learn Objective-C and get some app creation experience. Looking forward to our first game completion! Nice to meet you all! -Dave.