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Found 82 results

  1. Version 2.6.5f0 Trying to render out UV templates to png images, it's completely broken. My object is a fully welded, manually UV wrapped "room". Attached images should show the problem reasonably well enough. Things noticed: - Depending on image size, the results change. - When face materials is on in the UV editor, they are not rendered in the correct place / scale .. etc. - The edges are not rendered in the correct place. Perhaps it's just the object I'm testing, but it is properly welded and unwrapped (see images).
  2. Hello there, I would really appreciate help on updating Probuilder. I've followed the steps in the documentation (written below) and Here are the steps I've taken:1.) Downloaded and Installed the UpgradeKit 2.) Run the Probuilder/Upgrade/PrepareSceneForUpgrade (I would get an error with 1 prefab, but I just deleted it) 3.) Delete Probuilder folder 4.) Import Procore and Probuilder 5.) Run Probuilder/Upgrade/ReattachProbuilderScripts After it finishes, the popup says "0/931 Deserialized" and my objects still aren't editable with Probuilder. Thank you! Jared
  3. I have a bridge (from asset pack "Simple Town") that gets a strange change in the texture after applying "ProBuilderize" (see attached image 2) when using a mobile shader. If I switch to the Standard Shader, everything looks fine. No errors are generated in unity. Steps: 1) Select asset and make sure the Shader is "Mobile/Bumped Diffuse" (see attached image 1) 2) Click "Probuilderize" from the ProBuilder menu 3) The asset will have the wrong color for some triangles (see attached image 2). If I look in the UV editor, the texture is the same and the location of the faces are the same. 4) If I switch shader to "Standard" everything looks ok, so it is not affecting all shaders (see attached image 3) Note: This behaviour is not consistent for all assets. Some assets will work just fine, others will change their color as with the bridge in the example. Please let me know if you can't reproduce the error and I will include the bridge asset for you. System & version: ProBundle v1.0.54 (Feb 24, 2017) and PC with Win 8.1 x64
  4. Hello there, I would really appreciate help on updating Probuilder. I've followed the steps in the documentation (written below) and Here are the steps I've taken:1.) Downloaded and Installed the UpgradeKit 2.) Run the Probuilder/Upgrade/PrepareSceneForUpgrade (I would get an error with 1 prefab, but I just deleted it) 3.) Delete Probuilder folder 4.) Import Procore and Probuilder 5.) Run Probuilder/Upgrade/ReattachProbuilderScripts After it finishes, the popup says "0/931 Deserialized" and my objects still aren't editable with Probuilder. Thank you! Jared
  5. Hi, 1) Name of tool - ProBuilder 2) A brief description of the issue: I have been using ProBuilder to edit geometry at runtime and I have got it working how I would like it to, but when I build to mobile (Android) the mesh geometry remains static, it doesn't change at all. 3) My system environment: Windows 10, Unity 5.5.2, ProBuilder 2.7.0f7, LG g5 (Android 7.0) 5) List of steps, clearly explaining how to replicate the issue: I crated a 3x3 square with a hole in the middle I then selected the four inner faces and scale extruded them inward (x and z only) to create a smaller square. I then wrote the script below to take each of the inner faces of the small hole and move the vertices inward. (see GIF) shows an example of this. I then built the scene to mobile and when it loads none of the geometry is affected. public class retractedges : MonoBehaviour { public pb_Object surrounding; pb_Face[] selectedFaces; int count = 0; void Start () { pb_Face face1, face2, face3, face4; //four triangles from the inner squares of the object. int [] tri1 = new int[]{158, 159, 157}; int [] tri2 = new int[]{24, 25, 26}; int [] tri3 = new int[]{52, 53, 54}; int [] tri4 = new int[]{84, 85, 86}; //get a face for each triangle pb_Object_Utility.FaceWithTriangle(surrounding, tri1, out face1); pb_Object_Utility.FaceWithTriangle(surrounding, tri2, out face2); pb_Object_Utility.FaceWithTriangle(surrounding, tri3, out face3); pb_Object_Utility.FaceWithTriangle(surrounding, tri4, out face4); //add faces to array selectedFaces = new pb_Face[]{face1, face2, face3, face4}; } void Update () { count++; foreach(var face in selectedFaces) { //create a temporary array with one face to get all triangles pb_Face[] tempArray = new pb_Face[1]; tempArray[0] = face; var tris = pb_Face.AllTriangles(tempArray); //generate offset from face normal var offset = pb_Math.Normal(surrounding, face) * -0.000025f * count; //offset the faces vertices pb_Object_Utility.TranslateVertices(surrounding, tris, offset); } surrounding.ToMesh(); surrounding.Refresh(); } }
  6. sweetclimusic

    cylinder and uv mapping

    I have created a produlider object. I was following the barrel and crate tutorial on youtube. I created a archery target, basically a really short barrel. But looking at it you can see the edges even after a smooth group 1. Any suggestions? Additionally in attempting to map the UV generated to the texture. It doesn't seem to be mapped to the rim of the target. Second screen rim face selected with UV editor. What did I do wrong with the uv mapping? Thanks
  7. sweetclimusic

    Black scene probuilder window

    1) Probuilder 2) Scene view crashes when using probuilder 3) macOS 10.12.1, Unity 5.5.0f3 (personal), Probuilder 2.6.9f3 4) Firstly loading my custom layout failed. I had probuilder docked in bottom panel. Had to revert to default layout. I have about 7 probuilder objects. If I hit 'Open Probuilder' it will load as a black panel. 5) It varies in the order to have the black screen appeared. first the probuilder window was set to pop up mode and icon mode. right click the probuilder change to text mode. It updates and displays text, and then I can swap back to icon mode. There were 999+ errors in the console. Closing probuilder window, scene window goes black. I can switch my layouts, but the first loaded scene view window stays black i.e. if I go into 4 split mode. 6) I had moved probuilder asset from the root location... Assets/Addons/ProCore/Probuilder. Which maybe the cause as I've delete probuilder and reimported as I noticed the probuilder settings were no longer in preferences. trying to reproduce now.
  8. Hello, I'm using Pro Builder Basic and I noticed that the snap tool (ProGrids 2) doesn't work when I'm scaling a face. I have the same problem with the Shape Tool to select the number of cube (x y z). It is because it's the basic version ? ProGrids 2 version 2.3.0f0 ProBuilder Basic version 2.6.9f3 Have a nice day.
  9. Hi all, Just downloaded the free version of probuilder and was looking to use the in-game realtime probuilder api for a level editor I'm making for my project. I've taken a look at the runtime example included with the project and was happy there was a start provided, but there's much to be desired to make this usable. Before diving in, I wanted to check the forums to see if someone had tackled expanding this functionality yet and willing to share? Also, I noticed there isn't a public code documentation available, anyway to get view-only access to the code base? Thank you!
  10. I've just upgraded to Probuilder Advanced and since then : when I take a prefab (made with probuilder basic before upgrade) and I put it into the scene, all its materials are replaced by Probuilder's default material. :-(
  11. eiprol

    Can't build iOS (mac os)

    Hi, Today I updated my whole procore bundle to 2.6.7.f4, and I have Unity 5.5 on MAC OS. (I only use probuilder on this project) Whenever I try to build for iOS, now I get many errors and nothing gets built. It can be seen on the attached image (sorry for the quality, I'm now on the phone, but tomorrow will be able to post more) (Note: I can not really understand why it’s looking for an exe file, when I'm working on a OS X environment) Regards, Sergio
  12. 1) ProBuilder 2) CheckCapsule/Sphere/Etc don't register inside of ProBuilder colliders3) Unity 5.5.0f3 64b, Windows 7 64b, ProBuilder2-v2.6.5f0-unity55 4) If you create any arbitrary mesh with ProBuilder, and use the default collider setup (Mesh Collider, Convex = false, no other colliders attached), CheckCapsule will return False for capsules entirely within the ProBuilder collider. If it hits a face, CheckCapsule will return true as expected. Similarly, Unity primitives and meshes that I have generated with my own scripts (not using ProBuilder) work correctly, whether the capsule is entirely within the mesh collider or not. I have verified that the layermask is correct. I haven't checked if OverlapCapsule would work. This is a big issue for me, because my teleportation and mantling code both rely heavily on knowing whether a particular volume overlaps any colliders. 5) Create a 5x5x5 cube (or any other large volume), call CheckCapsule or CheckSphere entirely within that volume. It should return true, but it returns false. An easy way to test a large number of cases quickly would be to attach a script to a first person character controller that teleports you forward 2 units if you press a button and CheckCapsule (player position + 2 units forward) returns false. 6) This does not seem to be related to whether the mesh is fully enclosed or not, since it applies to both meshes I've created myself and to the Probuilder cube primitive.
  13. 1) Probuilder 2.6.5f0 2) If I try to use fill before a single doing a partial bridge Unity hangs but does not crash. It just sits there doing nothing, you cannot interrupt the action and my terminate Unity via Task manager 3) Windows 10 Pro 8Gbs ram Unity 5.5.0f3 (64bit) Probuilder 2.6.5f0 Progrids 2.3.0 4) If I try to use fill before doing a single a partial bridge Unity hangs but does not crash. It just sits ther doing nothing, you cannot inttrupt the action and my terminate Unity via Task manager. This is user error of course but its happened twice tonight now. In both case I was working on 2 detached surfaces that I merged together and was trying to close holes either manually or with the Fill option I tried to recreate the event but was unable to. I think its stuck trying to calculate how to connect surfaces that have no connection. Perhaps needs an error handler for timeout (<- is there a possible timeout for broken logic?) or something. When I tried to make it happen again I received a error saying Points not ordered correctly. I'll add to this again late if I succeed in breaking it again The below image is where the editor froze on me.
  14. So for a while I've noticed that sometimes my scenes become slow to start when I hit play in the editor. And I also noticed that if I just make a new scene and put the same stuff in it as the previous scene had, it will start fast again. Well just now I narrowed it down to something more specific. I have a prototype scene that looks something like this: So not horribly complex, but not completely trivial either. Note that the level geometry, as in the orange ground level and the grey "buildings" are all a single mesh. Let me know if it is a known issue that large meshes cause problems. So anyways, If I put that into a new scene as a prefab, it starts quickly just fine. But if I then do a change to it, just something small, like extrude a face, the editor starts to freeze for a couple of seconds between actions and playmode starting will be slow as well. I noticed that if I disable the gameobject, the play mode starts slow, but if I remove it from the scene, it will start fast again. For reference, my computer specs: i5 3570k @ 4.1Ghz, GTX 670 Windforce 3, 8GB Ram, Unity installed on an SSD drive. (Note, my Windows temporary folder is on another drive which is not an SSD, in case that plays a role.)
  15. At the moment I'm currently trying to design something where the probuilder object's faces can be manipulated at runtime, problem is I need to grab the specific face the raycast is hitting, is this possible?
  16. This is for ProBuilder v2.6.4f1 for Unity3D I'm running Unity3D v5.4.1f1 on Windows 10 (64 bit) CPU is i5-3570K 16GB of RAM Asus Geforce 970 gtx I have a HTC Vive that was purchased a month ago, using SteamVR plugin v1.1.1 from Valve for Unity. All firmware and drivers are up to date. Steps to reproduce: Have a VR enabled camera in my scene. Open up SteamVR Press play in Unity and look at scene with Vive headset All is good Open up ProBuilder Window Set ProBuilder Window to Icon Mode Press play in Unity All looks to be fine in the Game View, getting 650 fps. Look at scene with Vive headset Experience motion-sickening jitters Change ProBuilder Window to Text Mode Game no longer jitters in Vive Notes: This happens if the window is docked or floating This only seems happens when using Icon Mode NOT Text Mode If you open the window before pressing play or during play has the same effect Changing between Text and Icon mode during play will also have the same effect
  17. propulsion

    Prefabs and primitive colliders.

    Hi! Got this bug for some time now. Prefab resets simple collider size/center to initial params. How to replicate: Add some PB Object to the scene, add primitive collider to that object - box, sphere, capsule. Edit collider(s) as you need. Drag and drop object from Hierarchy view to Project view. From Project view drag and drop instances of that object in to your scene. Verify whether prefabs you have placed in scene have correct colliders, try reverting to prefab in Inspector view. gif screen capture -> http://gph.is/2fc34Wh Setup Win10 64bit Unity3d 5.4.2f2 Personal 64bit Probuilder 2.6.5f0-unity53 (ProCore Bundle 1.0.48)) My workaround is to make an empty child object with that collider.
  18. A new ProBuilder tutorial for an Arched Doorway and to celebrate 4K subscribers we are giving away a copy of ProBuilder Advanced! Thanks https://www.youtube.com/watch?v=b7ivFczAWRI
  19. propulsion

    UV2 gone after Ctrl-z

    Hi, I'm re-posting this from twitter. Setup Win10 64bit Unity3d 5.4.2f2 Personal 64bit Probuilder 2.6.5f0-unity53 (ProCore Bundle 1.0.48)) To replicate - Add some PB_object, Generate UV2 (for scene, for selection, whatever UV2 properties) Bake (or don't bake) lightmap, Now - select, deselect, move around transform.. anything. and then hit ctrl-z and UV2 for that object is gone. Tested in fresh and empty project. gif @giphy http://gph.is/2fIhMrl
  20. I'm thinking about buying Polybrush to do some smoothing and vertex painting on meshes that represent terrain. They're not heightmapped Unity terrain, they're meshes that I've built using ProBuilder and other methods. The terrain is split into separate meshes, so perhaps there are about 64 terrain meshes. My question is - can you smooth and paint across multiple selected meshes? I believe one of the PolyBrush videos shows blending between a terrain and a wall but it's not clear if they are separate GameObjects or part of a single mesh. Thanks, Clay
  21. We've started a new tutorial series on our channel for ProBuilder, thanks! https://www.youtube.com/watch?v=MPqoce2oISE
  22. superdupergc

    CustomAction doesn't compile

    So once you remove the #ifdef, CustomAction doesn't compile with a weird error about the ctor expecting != 2 arguments, so i added another one (it's for the tooltip) and that fixed it static readonly pb_TooltipContent _tooltip = new pb_TooltipContent ( "Set Double-Sided", "Adds another face to the back of the selected faces.", "??" ); This was the newest version off the unity asset store
  23. Trevir

    Lightmap breaks on game run.

    Hello! I am having issues with my lightmapping with Probuilder. The initial bake is fine, but when I run the game the map 'breaks' (see attached image). Only after modifying the Probuilder model and then undoing the newly preformed change will the lightmap fix itself, but this is only a temporary fix. After the game is stopped,the next time the game is run the lightmap breaks again. I cannot seem to find a permanent fix to this. Ive tried reimporting Probuilder and creating a new project, and neither have worked. Probuilder 2.6.2f0 Unity 5.3.0f3 Windows 10
  24. frospt1

    Undo Error / fail.

    Hello, I've recently downloaded Probuilder Basic 2.5.0f1 while using Unity3D 5.4.0f2 pro (pirated) on my Windows 10 Pro and I'm having trouble. So the problem is when I create a cube or whatever doesn't matter what then change it a little bit like lowering the upper face for example and then try to Undo this action with CTRL + Z I get this error and also yes it doesn't undo anything: NullReferenceException: Object reference not set to an instance of an object TransformX.<get_RootT>m__1 (UnityEngine.GameObject g) (at Assets/Hierarchy2/Editor/Core/extension/mono/TransformX.cs:18) System.Linq.Enumerable+<CreateSelectIterator>c__Iterator10`2[UnityEngine.GameObject,UnityEngine.Transform].MoveNext () System.Collections.Generic.List`1[UnityEngine.Transform].AddEnumerable (IEnumerable`1 enumerable) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128) System.Collections.Generic.List`1[UnityEngine.Transform]..ctor (IEnumerable`1 collection) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65) System.Linq.Enumerable.ToList[Transform] (IEnumerable`1 source) TransformX.get_RootT () (at Assets/Hierarchy2/Editor/Core/extension/mono/TransformX.cs:17) h2.h2Utils.ForceRefreshHierarchy () (at Assets/Hierarchy2/Editor/h2/core/h2Utils.cs:9) UnityEditor.Undo.Internal_CallUndoRedoPerformed () (at C:/buildslave/unity/build/artifacts/generated/common/editor/UndoBindings.gen.cs:199) Why is this happening and what should I do? I don't seem to find any post about this so perhaps it's somehow my doing? Thanks in advance!
  25. I'm having an issue with getting Probuilderize to alter this mesh. It throws several errors including having too many vertices and index out of range. QuickEdit seems to have no problems editing the mesh, and the Unity inspector says the model only has 15129 vertices. Any idea why it won't work for Probuilder? I'd like to be able to paint the vertices on it, so I need Probuilder to work on it. The mesh: https://drive.google.com/open?id=0B_-AhIUmnW4-ajRjSVFjUTliazA The errors: Error 1 Mesh.vertices is too large. A mesh may not have more than 65000 vertices. UnityEngine.Mesh:set_vertices(Vector3[]) pb_Object:ToMesh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 2 Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 89304, VertexCount: 0 UnityEngine.Mesh:SetTriangles(Int32[], Int32) pb_Object:ToMesh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 3 Mesh.uv is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_uv(Vector2[]) pb_Object:RefreshUV(pb_Face[]) pb_Object:RefreshUV() pb_Object:Refresh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 4 Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_colors(Color[]) pb_Object:RefreshColors() pb_Object:Refresh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 5 IndexOutOfRangeException: Array index is out of range. pb_Object.RefreshNormals () pb_Object.Refresh () ProBuilder2.EditorCommon.pb_Menu_Commands.ProBuilderize (IEnumerable`1 selected, Boolean preserveFaces) ProBuilder2.Actions.pb_ProBuilderize.MenuProBuilderizeTris2 () (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Thank you!
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