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evilGremlin2

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  1. evilGremlin2

    Selection Issues

    Yes, I did hear about the fix. Thanks for the help on that. So to be clear. You were able to reproduce the part where it would occasionally not select the correct face or the bug where you absolutely could not select an open face (or edge) if there was anything behind it? The occasional misses are the same with or without the meshes disabled (for me at least). The 100% zero selection at all issues I was having come and go with the meshes though. I mean, hopefully it doesn't matter. Even if it isn't the exact same bug it sounds like the deep selection fix will take care of it.
  2. evilGremlin2

    world rotation on rotated objects

    The probuilder handle controls are only for editing? That would explain it. Thanks. My misunderstanding there.
  3. I'm trying to set the handle of a probuilder object to the world grid after it has been rotated. It is always rotated with the rotation of the object (same as local handle settings). I need to move it on the world space grid to precisely align the vertices of two objects. Currently not possible using just a rotated object. It seems to move on a rotated grid with progrids. As a work-around I can get it move on the world grid by selecting another object that has not been rotated and moving them both at the same time. I'm not saying this is a bug I just didn't know if the behavior was intended or not. If it is intended, I'm not sure I understand why. Is there something I am doing wrong?
  4. evilGremlin2

    UV Editor issue - Group Selected Faces

    Sorry. I'm not trying to hurt your feelings. I realize that the comment was curt. Take it clinically, critique-free, critical as in thinking not as in criticism. I have never had the auto-unwrap feature create a usable UV on anything but the most basic of models and I don't care. It only takes a few minutes to fix them manually, which everybody should really be doing anyway because overlapping UV's is a basic necessity these days. (Art optimization matters.) If I have a complex model I can export it and set up the UV's in Blender in a few minutes. I don't expect you to create a fully featured modelling tool inside of a game engine that can do what a custom-built program can do. And I'll be blunt again here, I think chasing that is a waste of your time. I use Probuilder because it is fast, intuitive and (until some very recent selection issues) functional. If I could define what I want from it in one word it would be "efficiency." I bought it to save me time, not to offer me all the features I can get elsewhere from much more complex programs. Nobody else on the market offers efficiency. Having better UV tools would be great but I want simple, usable and functional features over automated, intrusive and complex ones. The less to go wrong the better. I can only really speak for myself here but if you read the comments on the asset store, I think you'll see a lot of the same sentiment.
  5. evilGremlin2

    Selection Issues

    You haven't found any difference with meshes turned on? I have been speaking with two other people on the Unity main forum that have also seen an improvement by disabling it. Plus the other guy here makes at least four of us.
  6. evilGremlin2

    progrids request

    I did not know I could do that. I know all the probuilder commands, didn't even think to look at the progrids commands. Thanks for the reply.
  7. evilGremlin2

    UV Editor issue - Group Selected Faces

    I'll be blunt. The auto unwrap feature is almost completely useless. Blender is free and it can unwrap any model you could build in probuilder. That would be my recommendation if you don't want to manually stitch them together. Probuilder's manual UV editing is second to none though. I use those because I overlap & atlas my UVs anyway. That may seem like a cop-out but honestly I have not had good luck building really complex models with probuilder. It may be Unity but the crashes are a plague once you get up to a few thousand verts per model. That's the only time I'd really need robust auto unwrapping personally. Not that wouldn't be nice but the UV features make sense for what Probuilder is.
  8. evilGremlin2

    Selection Issues

    I still have the issue from time to time as well. But it was way worse with meshes are assets turned on.
  9. evilGremlin2

    progrids request

    1.) Save multiple scales: enable 3 preset buttons in progrid window and allow me to save a scale on each. So I can switch from 1.0 to 0.01 without having to type it in manually every time. Or even better, allow me to switch from magnitudes of 10 via a hotkey. 1.0 to 0.1 to 0.01 etc. 2.) Currently each time I want to change the snap scale I have to open the settings box, mouse over the float window, select the float text (numbers whatever), backspace, type in a new scale, mouse over the close button to finish. If the input box could be automatically selected or if I could at least finalize it and close the window via the enter key that would be nice. If the float box could be automatically selected when I open the window that also be great.
  10. evilGremlin2

    Selection Issues

    ignore
  11. evilGremlin2

    Selection Issues

    That makes sense now. Yeah, no wonder it doesn't work. I've been at it for 2 hours with no issues so far.
  12. evilGremlin2

    Selection Issues

    I think I have a fix. Disable meshes are assets. I only just now tried this but so far it is working to prevent the selection issues on open faces. I also disabled precise drag selection. Could have been that or the combo of having precise drag selection but not precise click selection? I don't know.
  13. evilGremlin2

    Selection Issues

    I did not have this issue until the latest patch. Not sure what version I had prior to this one but I usually keep it up to date. I have also noticed something new. When I mirror a probuilder model with an open face it no longer aligns properly when in world alignment after rotating it. I usually create a probuilder plane for my greyboxing to basically set objects on. I stripped probuilder scripts from the plane and I get a lot less selection issues from accidentally selecting the plane. It does still happen on probuilder models with an open face, just less frequently on closed objects. I also imported fbx models with open faces. I've even used mesh editor on them with no problem. But once I convert them to a probuilder object the selection issues recur.
  14. evilGremlin2

    Selection Issues

    Hi. I created this account just to find out what the status of this fix is. Probuilder is almost impossible to use right now. I am clicking through objects selecting faces on objects behind them, with or without an open edge. I have to make certain that no other probuilder face is anywhere behind the face I want to select. It will even select other faces on the same object behind the face I want. I am extremely frustrated. Reverting to mesh maker until this is repaired. Yes I have repaired & rebuilt, changed scenes, created new projects, etc. Can you guys just un-update it for now? Never had this problem until this update.
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