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  1. Perfect, thanks! I was hoping it would be something simple/silly like that Just to confirm: does setting it as Mover do anything else? The entities in question don't actually move, but because of the nature of my game (procedural/everything is a prefab), I need them marked as non-lightmap static.
  2. Name of tool ProBuilder Brief description of the issue Lightmap static re-enabled when applying changes to prefabbed PB objects System environment (Operating system, version of Unity, version of tool) Windows 10, Unity 5.6.1f1, ProBuilder 2.9.3f0 List of steps, clearly explaining how to replicate the issue create a new ProBuilder shape observe that Lightmap Static is enabled save as a prefab disable Lightmap Static apply prefab changes observe that Lightmap Static is re-enabled shortly after saving For comparison/to rule out a Unity issue, I performed the same test with a pre-made mesh and this behaviour does not occur.
  3. snugsound

    Obj exporter: faces not connected

    And you're able to select a face and move it without it detaching? I've tried every possible combination of import settings in Blender (2.78b), and I get the same result each time. I just tried with the latest version of ProBuilder as well, same thing. Are you just using the default import settings in Blender?
  4. snugsound

    Obj exporter: faces not connected

    It's a single mesh, no sub-meshes. Attached is what I see in Blender (I've moved one of the faces, for illustrative purposes). I don't have any other 3D modeling software, only viewers, but I'll see if I can find something.
  5. In my case I'm using Polybrush/Standard Texture Blend Bump. To be clear, I believe everything is working as expected, however, because ProBuilder meshes appear to contain vertex colours by default, applying the aforementioned shader to an existing mesh results in vertices that are already blended. This requires an extra step to clear the blending and start with a fresh canvas for painting. It would be nice to have a way to do this quickly ("Clear Vertex Colours" or some such thing from the Polybrush panel).
  6. snugsound

    Obj exporter: faces not connected

    1) Name of tool ProBuilder 2) A brief description of the issue Probuilder meshes exported as Obj produce a mesh in which no faces are connected 3) Your system environment (Operating system, version of Unity, version of tool) Windows 10, Unity 5.6.1f1, ProBuilder 2.9.0f3 4) Full description of issue Probuilder meshes exported as Obj produce a mesh in which no faces are connected 5) List of steps, clearly explaining how to replicate the issue Create a new ProBuilder shape, such as a cube Export to OBJ format (Tools -> ProBuilder -> Export -> Export Obj) Import into a modeling tool, like Blender Select a face, move it, observe that it's disconnected from adjacent faces 6) Any other comments/etc I've experimented with the various Obj import options in Blender to no avail
  7. snugsound

    Bug report: unable to build due to script error

    Thanks Karl! Is there an easy workaround I could use in the meantime?
  8. I'm unable to build my project due to the below error. It builds/run fine in the editor, it's only when I'm trying to create a standalone build: Assets/ProCore/Polybrush/Code/Scripts/MonoBehaviour/z_ZoomOverride.cs(30,11): error CS0246: The type or namespace name `z_AdditionalVertexStreams' could not be found. Are you missing an assembly reference? Unity 5.6.1f1 / Polybrush 0.9.11b0
  9. I'm having a hard time reproducing this one, but it's fairly critical so I thought I should share: After a painting some textures on a few ProBuilder meshes, and doing some other random things (dragging in some prefabs into the scene and whatnot), an undo resulted in the majority of my texture painting being lost (all but one of the meshes, oddly). I'll keep an eye out for this and see if I can come up with exact steps to repo. I've attached my editor logs to a previous bug report (re: mesh data being lost), if there was an exception it'd be in there.
  10. +1 for this, having some more advanced shaders bundled with Polybrush would be a welcomed addition (at the very least, support for metal/smoothness maps, normal height control, and a height map)
  11. Steps to repro: create a new ProBuilder cube apply a texture blend material flood fill a material subdivide one face (using ProBuilder) attempt to paint a texture on a new vertex observe that mesh disappears Editor logs attached Editor.log.zip
  12. Maybe this is semi-expected behaviour--I'm guessing ProBuilder meshed are initialized with vertex colour information by default?--but it's a nuisance because it requires an extra step every time I apply a material that uses a texture blend shader. A solution may be to have these shaders outright ignore vertex colours? (along the same lines: I noticed that applying any vertex colours to a mesh when using one of the texture blend shaders results in a white tint) Edit: it's worth noting that the behaviour differs if all 4 textures are assigned to the blend shader. Instead of tinting white, it defaults to the 4th texture (_Texture3).
  13. Thanks for the quick response and turnaround, much appreciated!
  14. Is there any word on a fix for these issues? It's been over two years, and IMO they make the the tool pretty much unusable.