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joduffy

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  1. joduffy

    Runtime Editing - Playmaker

    The latest update has removed the error and the run time example works really well. I am currently able to move faces in and out. But I just wanted to ask if there was a way to stop faces becoming inverted as you extrude / subtract them backwards. I am guessing you find the back faces maybe and then test to see the current face your moving doesnt go beyond the back face position?
  2. joduffy

    Runtime Editing - Playmaker

    @karl is the procore complete bundle updated or just probuilder? I only have access to the bundle unfortunately.
  3. joduffy

    Runtime Editing - Playmaker

    @karl - thats awesome. Thanks for looking into it and fixing it. I shall just push on with other stuff and check the runtime stuff on monday.
  4. joduffy

    Runtime Editing - Playmaker

    Thanks Karl, That removed the build error. But I am still having trouble with runtime editing and that sample scene. Can you verify that it works from your end for: ProBuilder2-v2900 Sorry to be a pain. I am just trying to finish off the code needed for my masters thesis.
  5. joduffy

    Runtime Editing - Playmaker

    Hi, I tried building a windows app with probuilder and I got the following error: Its coming from the TestProfiler.cs file
  6. joduffy

    Runtime Editing - Playmaker

    Hi Karl, The pb_cube isnt missing any scripts or reference though. So I have no missing reference errors in the inspector panel. I also did a search for global Debug and couldnt find anything. Edit - Looks like its pointing to two lines in the pb_Object Line 1329 Line 134 And when I build in VS I get error for pb_UV_Editor Line 1785 I don't know if this helps at all.
  7. joduffy

    Runtime Editing - Playmaker

    Thanks Karl, No. There isnt any other errors. I even created a new project and imported in Probuilder and still the same error. I contacted a dev who has your asset and he got the same error. Does it work fine from your end? I am testing it now with other plugins and it is just when it gets to the editing that it throws an error. It seems to be the verify method: Here is a screenshot of VS complaining about pb_UV_Editor https://app.box.com/s/r6fu8vebxdbi1wc0640b This seems to be on line 1785 Here is screenshots of the error in unity: https://app.box.com/s/vvrtqy8rklrzikhgubx5 https://app.box.com/s/ocxn1jix3ucdd9ei2ih0
  8. joduffy

    Runtime Editing - Playmaker

    Karl, I updated to the lastest probuilder and now the scene I had working is now broken and even the sample runtime scene doesnt want to work. I get this error.
  9. joduffy

    Runtime Editing - Playmaker

    Is there an online thing like oxygen for ProBuilder and the other ProCore packages?
  10. joduffy

    Runtime Editing - Playmaker

    I just nuked the probuilder folder and did a new install and the error seems to be gone now
  11. joduffy

    Runtime Editing - Playmaker

    Thanks Karl, You have been awesome help on this forum. Surprised by how fast I get answers. I installed the update from the source code but got this error:
  12. joduffy

    Bolt and Procorebuilder

    Thanks karl, So if I edit the mesh from player 1 side. It will just update to player 2 side? Do you mind explaining what you did or how your photon setup is done? So you created a cube then could move the faces around and the mesh that was on the server side were the editing was done would update to the rest of the clients? Or am I way off? Sorry if this sounds like a stupid question. I am also new to the whole networking thing so trying to figure it all out. Thanks for the help.
  13. joduffy

    Bolt and Procorebuilder

    Hi, I just wanted to know is there anything I need to keep in mind or what approach I need to take when creating and editing a mesh over the network with procorebuilder? I am looking at using the bolt engine networking solution from the asset store.
  14. Hi Guys, I am trying to do editing of a mesh at runtime. Currently I have the face part working but I am trying to do vert, edge and then uv stuff. I am running into some problems with 24 vertices showing up for a standard procbuilder cube when i expected it to be 8? I think this might be doing a loop for the number of vertices per face. As a cube has 6 faces and 4 vertices for face. Thats 6 x 4 = 24. I am just trying to highlight each of the verts with a cube at the moment so I could then move the mini cube and have the vert update and follow it. But is there any built in highlight or gizmo stuff I could use? I also wanted to ask if this would would for building walls in an RTS. I am currently digging through the dll file but its hard to find information on this stuff. Thanks for your help guys, Jonathan
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