Jump to content


  • Content count

  • Joined

  • Last visited

  1. ProBuilder1

    Eraser not working

    Thanks karl.
  2. ProBuilder1

    Eraser not working

    Any updates coming to QuickBrush? Eraser is not working, or working consistently as expected from the official tutorial. I have been able too, at times, click and erase. But not always. And I cannot get it to working with a brush painting style workflow (drag the cursor around the objects I want deleted). Further testing. If I move my mouse all over (even not on the object) in a broad brush stroke like movements, then they will mostly erase. Using version Unity 5.6.0f3. Thanks.
  3. ProBuilder1

    Polybrush Texture Paint Settings Missing Thumbnails

    Thank you Karl. The NullReferenceException may have something to do with the mesh I'm painting on being disabled. It may be a starting point to check anyway. Appreciate you taking the time to review & work up a fix.
  4. I am using Unity Pro 5.6.0f3. I am not seeing the Texture Paint Settings thumbnails. They work, but I have to hunt and seek to find the texture I want to add. Anyone else seeing this issue? Probuilder team, ideas as to why that's happening? ETA on fix? Thanks. ALSO This may not may not be apart of the same issue. But here is a Console copy/paste of an error with regards to the z_BrushTarget class. NullReferenceException: Object reference not set to an instance of an object Polybrush.z_BrushTarget..ctor (Polybrush.z_EditableObject editableObject, System.Collections.Generic.List`1 hits) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_BrushTarget.cs:47) Polybrush.z_BrushTarget..ctor (Polybrush.z_EditableObject editableObject) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_BrushTarget.cs:38) Polybrush.z_Editor.GetBrushTarget (UnityEngine.GameObject go) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:637) Polybrush.z_Editor.UpdateBrush (Vector2 mousePosition, Boolean isDrag) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:712) Polybrush.z_Editor.OnSceneGUI (UnityEditor.SceneView sceneView) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:586) UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2397) UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1715) 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)
  5. ProBuilder1

    Request: Vertex Painting - Substance Support

    I second this Feature Request. I use Substance Designer and Painter. (latest versions).
  6. ProBuilder1

    Sculpting shortcut keys

    I definitely like shortcut keys once I'm confident in using a development or designing tool. Thanks for making sure this feature is implemented as much as possible, where it makes sense.
  7. ProBuilder1

    Trouble Getting ProBuilder VR with my Oculus

    I know it's not Oculus Rift. But I'm able to see the controllers for my HTC Vive for what's worth. I don't think this is to do with Oculus. I would see this if I did not add the package for OpenVR into Unity though. My process. 1. Go to Player Settings > tick box for Virtual Reality SDKs > click on + button > add in OpenVR 2. Download the related package fro the Unity Asset Store > Bring in the Prefab related to the camera rig (making sure my default camera is disabled). Now it works and I see my controllers. Best wishes for success in VR and ProCore tools.
  8. I'll give this a try for sure! Thanks so much. I had a bit of hit or miss so far this morning on my attempts. I definitely appreciate pointing me in the right direction. Thanks again!
  9. Another question if you don't mind. What's the way (best way) to get the 1. Material name 2. Color on a Ico face, like I posted here? Say the user is looking at a particular side/face and we want to get that side's Material name, and color value. If anyone can add some inside, thanks. This is in reference to the API's that were put out. RuntimeEdit.cs in particular I was looking over. Thanks again.
  10. Roger that. Thanks again. You all have been great, through and through.
  11. Thanks Karl for getting me off and running! Wow, I missed that folder in the project's hierarchy panel area. Multitasking execution fault code insert here. Glad you can't see my red face of embarrassment. ;-)
  12. How (if possible?) can I in C# auto-assign colors or textures to faces to say an Icosahedron Unity GameObject? Just like any other GameObject? Here's a picture to help explain what I want to do at run-time (in C#). So, the grouping of the various colors I manually just added. But, it's important I do this at run-time, for performance (and my own sanity) reasoning. Ideas? Possible even? Anyone? Thanks.
  13. ProBuilder1

    Errors and lost data written to Plane from ProBuilder

    Thanks! I purchased on the Website this time around. User Toolbox This has the latest too? I have my PayPal receipt, with their invoice number (very long string at that). But I don't think I ever got a PolyBrush Beta recite yet. As I'm not finding it. I usually get the Unity Invoice #. I PM'd you another invoice # and message with it. See if that helps track down my PB purchase yesterday. Yes, I have a Github account too. Thanks
  14. ProBuilder1

    Errors and lost data written to Plane from ProBuilder

    Thanks karl. It's Polybrush 0.9.4b0.
  15. Hello. I just got PolyBrush beta 0.9.4b0 and imported. No issues, seemed okay. Tried to you it with a plane created from ProBuilder and got the following error messages, corrupted, then lost data. If ctrl+z, the written brush data is gone and I'm back to a flat plane, back to step one, create plan data. Attaching pictures to show also Scene view goes blank. Ctrl+Z fixes that, again, back to default plane version prior to PolyBrush edits to the plane. Replication was pretty simple. 1. I created a plane from ProBuilder (properties should not matter, default is fine) 2. edit with PolyBrush. ... at some point of using PolyBrush button one (raise terrain style button, or mesh in this case), is where critical error happens, stopping me from further edits. AmbiguousMatchException: Ambiguous matching in method resolution System.Reflection.Binder.FindMostDerivedMatch (System.Reflection.MethodBase[] match) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Binder.cs:106) System.MonoType.GetMethodImpl (System.String name, BindingFlags bindingAttr, System.Reflection.Binder binder, CallingConventions callConvention, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MonoType.cs:245) System.Type.GetMethod (System.String name, BindingFlags bindingAttr) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Type.cs:787) Polybrush.z_ReflectionUtil.Invoke (System.Object target, System.Type type, System.String method, System.Type[] methodParams, BindingFlags flags, System.Object[] args) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_ReflectionUtil.cs:138) Polybrush.z_ReflectionUtil.Invoke (System.Object target, System.String method, BindingFlags flags, System.Object[] args) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_ReflectionUtil.cs:105) Polybrush.z_EditableObject.Apply (Boolean rebuildMesh, Boolean optimize) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_EditableObject.cs:166) Polybrush.z_Editor.FinalizeAndResetHovering () (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:816) Polybrush.z_Editor.OnBrushExit (Polybrush.z_EditableObject editableObject) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:781) Polybrush.z_Editor.SetTool (z_BrushTool brushTool) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:366) Polybrush.z_Editor.OnSceneGUI (UnityEditor.SceneView sceneView) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:441) UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2068) UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1405) UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1242) 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)