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zhuchun

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  1. Hi, I often use ProBuilder to make level prototypes. Currently this pipeline is inefficient somwhat so I want to change it. The challange is that Substance Painter need unwrapped meshes. Meshes can be create/unwrap in any 3D software. But I don't know how to save mesh and uvmap file for ProBuilder object. Is there any guide to do this? Cheers
  2. zhuchun

    Triangulate meshes?

    Hi, can we triangulate meshes in ProBuilder? That's helpful in building low poly objects.
  3. zhuchun

    Soft Selection?

    I think poly brush is your choice.
  4. Hi, invisible is a shader issue, not Poly Brush. That exception happens when PolyBrush is tring to enter edit mode during playing mode. Is that possible to disable Poly Brush when we play the scene?
  5. Hi, yes, it thorw this exception in the Editor. On mobile devices those meshRenderers are invisible.
  6. Hi, I'm using ProBuilder and PolyBrush to do the level design. But poly brush thorw an exception during runtime and move the mesh to another place. How to fix that? p.s: I disabled auto UV2 generation in Unity preferences and use "Gernate UV2 - scene" manually. Does it matters? Cheers, Zhu Chun ----------------------------------- Exception: This MeshCollider requires the mesh to be marked as readable in order to be usable with the given transform. UnityEngine.MeshCollider:set_sharedMesh(Mesh) pb_Object:Refresh() System.Reflection.MethodBase:Invoke(Object, Object[]) Polybrush.z_ReflectionUtil:Invoke(Object, Type, String, Type[], BindingFlags, Object[]) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_ReflectionUtil.cs:148) Polybrush.z_ReflectionUtil:Invoke(Object, String, BindingFlags, Object[]) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_ReflectionUtil.cs:105) Polybrush.z_EditableObject:Apply(Boolean, Boolean) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_EditableObject.cs:259) Polybrush.z_EditableObject:Revert() (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_EditableObject.cs:291) Polybrush.z_Editor:FinalizeAndResetHovering() (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:813) Polybrush.z_Editor:OnBrushExit(z_EditableObject) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:785) Polybrush.z_Editor:UpdateBrush(Vector2, Boolean) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:584) Polybrush.z_Editor:OnSceneGUI(SceneView) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:466) UnityEditor.DockArea:OnGUI()
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