

karl
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karl last won the day on April 24 2018
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Any errors in the console?
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ProBuilder 2.9.8 is incompatible with Unity 2018.1 and up. See http://procore3d.github.io/probuilder2/upgrading/overview/ for info on updating to ProBuilder 3.
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I don't think you'd need to use CreateShapeFromPolygon for this. Rather, just a series of quads would suffice. Here's an article that you may find helpful. It should cover the math that you're looking for. http://codeflow.org/entries/2012/aug/05/webgl-rendering-of-solid-trails/ Probably just a series of quads is what I'd use. However I think your approach will also work. Yes, so adjust your corner vertices to line up precisely with one another. See the article linked above.
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First guess is that static batching is enabled. Make sure that any objects that will be modified at runtime are marked as not batching static. If that isn't it, make sure that the objects are unique ProBuilder meshes. If they're prefabs you'll need to do a `pb.MakeUnique()` call to ensure they are not linked instances.
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Could you file a bug report with Unity and send me the ticket number, please?
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Do you see anything in the Tools menu?
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Polybrush does have this feature, but it's not quite as fine grained as you're probably looking for.
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No problem, I'm looking forward to seeing what you create!
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Yes, you can use a raycast to get the normal and position of the surface. You don't need ProBuilder to do this, just a Raycast and Transform.
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Check out the API examples here https://github.com/Unity-Technologies/ProBuilder-API-Examples And also here is a snapshot of the ProBuilder API as of 3.0.x: https://karl-.github.io/probuilder-api/
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What version of Unity, and are there any errors in the Console?
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@frustrated you may find your modeling style is better suited to a CSG type tool. Check out https://assetstore.unity.com/packages/tools/modeling/realtime-csg-69542 or https://github.com/sabresaurus/SabreCSG .
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Hi Dodger. Can you please file a bug report in Unity with this information, then PM me the case number?
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What version of ProBuilder are you using, and what version of Unity?
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AppendFace will always assume vertices are in local coordinates. To account for rotation, you can use the functions "TransformPoint" and "InverseTransformPoint" in the Transform class to translate from one object's local coordinates to another.