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superstar

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  1. I have received your response via email. Thank you for fixing this issue!
  2. I just received an email today. See the attached image in reference for what it says. And so I went to that link and I get the same login screen and a message about sending the a copy of a PDF invoice. I already did that. It doesn't even recognize my email when trying to log in? How do I log in?
  3. Hi, 4 days ago, I have sent my PDF invoice of my purchase of the ProCore Bundle to " register@procore3d.com" as to register for the downloads area: http://www.procore3d.com/usertoolbox I haven't gotten a response back yet. Does it usually take longer than 4 days for a response? Thank you
  4. superstar

    Vertices are shifted (offset) from object

    Oh, I had a typo. I originally wrote, " And, toggling the scene out of orthogonal did not align the vertices. " Correction: Toggling the scene out of orthogonal and into perspective does align the vertices. But, once it is in perspective after the toggle, and then toggling back to orthogonal, the vertices become not aligned once again. I hope this makes sense.
  5. superstar

    Vertices are shifted (offset) from object

    In perspective mode, the vertices align. In orthogonal (Iso) mode, the vertices are not aligned. And, toggling the scene out of orthogonal did not align the vertices.
  6. Hi, ProBuilder 2.6.7f4 Unity 5.5.0p4 Pro In Vertex mode, all the vertices are shifted (offset) from the object in Scene view. I just recently updated to this new ProBuilder version and the new Unity patch version as well. Please see the attached screenshots. Is this a known issue? Thanks
  7. superstar

    Eraser doesn't seem to work anymore

    Yes confirmed, the brush/eraser icon does work. Thanks again!
  8. QuickBrush 1.2.1f0 ProBuilder 2.6.2f0 Unity 5.3.4f1 Hi, I just updated a bunch of things from the ProCore Bundle, so thus, for some reason the Eraser of QuickBrush doesn't seem to work anymore. I'm using ProBuilder prefabs for the brush. It can paint the prefabs, but it can't erase them. Can you confirm if the eraser (ctrl+x) still works? Thank you.
  9. superstar

    Preset Buttons for "Radius" and "Strength"

    Thank you for pointing out the current brush preset feature. I must have overlooked this as I was hoping to select presets for only specific brush attribute settings as Radius, Strength, etc. ... separately. The brush presets you have mentioned will do just fine, as per the ability to set unlimited times. The preset buttons I was thinking about was more like a series of actual buttons per individual brush attribute such as radius, strength, etc. For this, the selection process can consist of merely a single click towards a preset value of a brush attribute because all the buttons will be viewable at all times. The current presets you've mentioned is a DropDown list, where the action required is to first click the DropDown list, and then select an element from the list, so thus all brush attribute values are inclusively required per brush preset. Saving the possible vast combinations of Radius, Strength, and Falloff of brushes can make the DropDown list of presets quite large just to select from each time. But, by using the proposed series of preset buttons per brush attribute, a person can craft combinations of brush attribute values on the fly, very rapidly. These are just ideas and thoughts, as I hope it makes sense. I'm looking forward for many more great features in the future. Thanks again!
  10. Hi, Having GUI preset buttons to quickly activate for setting Radius and Strength of the brushes could save a massive amount of time during painting sessions. Instead of constantly using the default "Shortcut: Control (Command) + Mouse Wheel" and/or "Shortcut: Control (Command) + Shift + Mouse Wheel" to approximate the exact values during rapid painting, the preset buttons are conveniently set to be precise. The keyboard and mouse wheel shortcuts are great to have, but imagine trying to set exact values for both radius and strength over hundreds of times during a 4 hour painting session. Example of preset button values: Radius Button 1 = 0.5 Button 2 = 1.0 Button 3 = 2.0 Button 4 = 3.0 ... Strength Button 1 = 0.25 Button 2 = 0.50 Button 3 = 0.75 Button 4 = 1.00 ... Allowing the user to be able to set the preset values for each button would be awesome. The options of having both shortcuts and GUI preset buttons would be a great feature. Thanks
  11. Hi, Polybrush 0.9.6b0 Brush Settings When using the "Shortcut: Control (Command) + Mouse Wheel" in conjunction while the Brush Radius Min/Max are set to be identical, Unity freezes for a chunk of time as it tries to display error messages. Using the shortcut when the min/max are identical is usually by accident, as I can forget that I had locked the min/max to be the same temporarily. At the bottom of this message, I have pasted a snippet of the error message. The following are values shown in the Polybrush tab, after error messages completely displays: Brush Radius Min 0.5 Brush Radius Max 0.5 Radius NaN That "NaN" value above was automatically set by Polybrush after errors were triggered. Can you verify if this is occurring, or if I'm just mouse wheel happy? Thanks Error Messages curveT >= GetRange ().first && curveT <= GetRange ().second UnityEngine.AnimationCurve:Evaluate(Single) Polybrush.z_SceneUtility:GetWeightedVertices(z_BrushTarget, z_BrushSettings) (at Assets/ProCore/Polybrush/Code/Editor/Utility/z_SceneUtility.cs:144) Polybrush.z_Editor:EditableObjectRaycast(Ray, z_EditableObject) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:692) Polybrush.z_Editor:UpdateBrush(Vector2, Boolean) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:617) Polybrush.z_Editor:ScrollBrushSettings(Event) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:749) Polybrush.z_Editor:OnSceneGUI(SceneView) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:482) UnityEditor.DockArea:OnGUI() curveT >= m_Curve[lhs].time && curveT <= m_Curve[rhs].time UnityEngine.AnimationCurve:Evaluate(Single) Polybrush.z_SceneUtility:GetWeightedVertices(z_BrushTarget, z_BrushSettings) (at Assets/ProCore/Polybrush/Code/Editor/Utility/z_SceneUtility.cs:144) Polybrush.z_Editor:EditableObjectRaycast(Ray, z_EditableObject) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:692) Polybrush.z_Editor:UpdateBrush(Vector2, Boolean) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:617) Polybrush.z_Editor:ScrollBrushSettings(Event) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:749) Polybrush.z_Editor:OnSceneGUI(SceneView) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:482) UnityEditor.DockArea:OnGUI() ... ... ... (999+)
  12. Awesome, thank you for the fix info. That fix worked.
  13. Hi, Polybrush 0.9.6b0 After painting onto a prefab instance (only Non-Probuilder prefabs) and then applying changes to the prefab, for some reason, the mesh reference disappears from the prefab in the Project. The prefab instance (the instance that was painted on) that lives in the Hierarchy still shows a modified mesh reference, but the root prefab, the one sitting in the Project tab had automatically updated to have no mesh. This may sound confusing to explain, but I will try and list the following below to clarify: Before applying changes to the prefab (Polybrush painted) Prefab Instance (Hierarchy Tab) Mesh: z0_Mesh Prefab (Project Folder) Mesh: Mesh After applying changes to the prefab (Polybrush painted) Prefab Instance (Hierarchy Tab) Mesh: z0_Mesh Prefab (Project Folder) Mesh: None (Mesh) The mesh values shown above are the values displayed when viewed with the Inspector. So far, this seems to only happen on Non-ProBuilder prefabs. Can you verify that this is occurring? Thanks
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