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Found 82 results

  1. ProBuilder 2.5, r 4241 ProGrids 2.2.5 Unity 5.3.5f1 OS X 10.11.5 Sometimes, ProBuilder's scene info overlaps with the ProGrids GUI. I've managed to reliably reproduce this by loading editor layouts, but I'm not sure that it's the only way to do it. To reproduce: Turn on the ProGrids Window, and then switch to an editor Layout containing a docked ProBuilder panel.
  2. First i download Probuilder lite version to test. With it I design a lot of beutifull things for my game, for example I design a building like the "Mezquita de Cordoba" (the spanish Cordoba Mosque & Cathedral) I was very happy with this design. I think: "if i can design so beautifull things with the free version of probuilder, what can i design with the advanced version?" Then i decide to upgrade. I buy the Probuilder Advanced and later when i go to my game to use the gameobjects i design with Probuilder basic, i discover that all of them was now without any material. I lost all the colors i get in my beautifull temple. Then i think i can modify to add again the materials, but each time i try to drag and drop any material to any gameobject design with Probuilder Basic, i get the same result, the material disapear. I can't get back the beautifull colors to my design.
  3. I'm so excited I just had to share. While learning ProBuilder, I created a silly dungeon level with its own mesh collider attached, about 2500 polygons. As a test, I dumped it out to an OBJ file using the export feature from PB. I imported that into Blender, and the ceiling, walls, and floor imported as three separate objects (just what I would have expected) in Blender's scene tree. In Blender, I joined those three objects into one, then did some "subdivide smooth" operations to round out all the corners, producing a medium-poly mesh at about 6000. I exported the result as an FBX file, then pulled that into Unity in the usual way. Inside Unity, I selected the Blender mesh prefab and asked PB to "ProBuilderize" it, which worked just fine. To my amazement after all that, PB still saw the three different materials, all mapped to the correct parts of the PB object! I used the "select all by material" in PB to reassign the materials onto the surfaces, and the result looked great. Now, back to my original PB object, I simply edited it in PB and made it "collider" instead of "detail", and voila! It was a low-poly collision mesh that precisely overlays the higher-poly Blender visual mesh in Unity. Here's a screen shot of the result. Don't laugh at the level design -- it's just a learning scene and will never go into a real game! The real textures aren't greenish, by the way -- that's a by-product of the collider overlay. And in case any other PB newbie is wondering, yes, PB works just fine with Substance procedural textures. I know from experience that round-trip tooling is really hard to achieve, and I'm frankly amazed at being able to get this working during my very first test project in a new tool. Kudos to the PB developers!
  4. When I update or have to uninstall + reinstall Probuilder my material palette is reset. Also as my projects get large I might want different palette sets for editing different areas of my maps. Please add a feature to export/save and import/load palettes to the Material Palette window. An extra feature would be a few quick load buttons to load in certain palette sets on one click on the button (and assign a palette file to the button if you right click it). Second request: Please make the Material window dockable, the Shape Tools window too.
  5. I'm using Probuilder Basic and have been building some geometry without any issues. I then was tweaking the size of stairs I wanted in my level and built a few with differing amounts of steps. When I hit play, I got an error in Unity that read: "Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 510, VertexCount: 6164 UnityEditor.UnityBuildPostprocessor:OnPostprocessScene()" and a severely garbled scene. I'm using Windows 7 x64, Unity 5.1.1f1 Personal, ProBuilder Basic version 2.4.8f1, revision 3764. Not sure exactly what caused it, but it does go away if I disable Static Batching in the PlayerSettings. Deleting the new staircases I made has no effect on the error and it persists. If I re-enable Static Batching the error happens again. I have tried almost all of the options in Repair to no avail. I've attached pictures of the issue below.
  6. when I save my scene and try it some other day I find that my light not working is just stop and it staying at 7/11 to load the light everything else is work but just the scene to dark when I delete and put back a new light same problem in the same. I am speaking about the directional light or it the probuilder
  7. Vadya_Rus

    Probuilder + Shaderforge

    Hi Everyone! I'm new to the forums, but I've been using Probuilder for a few months. I'd like to showcase something that I've worked on a couple months ago that utilizes ProBuilder's vertex painting capabilites and custom shaders. This shader in particular allows you to blend between two physically based materials with vertex colors. Each color channel has a different mask to allow for a more organic and/or varied blend. In the video linked below, you can see the initial shader at work. https://instagram.com/p/6pczGJHQBc/ In this second video, I reworked the blending to be less of a gradient and utilize the masks better. https://instagram.com/p/6qVf_QHQDO/ Lastly, in this third video I am flipping between a few mask textures to show how different masks can drastically change how the two materials can blend between each other. https://instagram.com/p/6qWOLLHQEv/ Thanks for checking out my work, and I hope you like it! - Vadim
  8. Hi All, I'm looking into using procedural generation to make levels and objects, and wanted to know if there's a ProBuilder scripting API for this? My specific goal is to have a script spawn and place boxes of different sizes around the scene. I know how to do this with the default Unity cubes, by just using GameObject.CreatePrimitive(PrimitiveType.Cube); And then changing its position and scale. However, I'd like to do it with ProBuilder cubes, so that I can edit them by hand. Also, I'd like to not use scale, but use the extrude face function, for having cubes of different sizes. Any help would be greatly appreciated. Thank you! - Willy
  9. Sensual Lettuce

    Probuilder lightmap black spots

    1) Name of tool Probuilder 2) A brief description of the issue I have purchased some 3D assets. I want to trim the assets using probuilder. I trim the assets. I bake the lightmap and it looks very wrong. 3) Your system environment (Operating system, version of Unity, version of tool) Windows 7 Ultimate Unity 5.1.1p2 Latest Probuilder v3425 (downloaded latest version yesterday) 4) Full description of issue I have purchased some 3d models that I would like to trim because the game is viewed isometrically, thus I don't need a backside to most objects. I have been having trouble with this for awhile. Here is picture1: http://i.imgur.com/Yu9gnSt.jpg Here is picture2: http://i.imgur.com/hIw9WzN.jpg please let me know if you need more pictures. Picture 1: Those deep black spots are unnatural as far as lighting, I have no idea what's causing it. Picture 2: The building on the left was "working." It still had the problem with the black spots appearing but I was able to add lights around it to fix the black spots. Now I trimed the second building on the right and placed them next to each other. Now it has messed up both buildings. I don't want to work around this problem by using more lights because it takes a very long time to bake and most scenes don't look good with the extra lights. This has happened in the past where one object would mess up nearby objects even those that aren't probuilder objects. I have tried adjusting the UV2, changing to box projected, planar, to auto. I tried disabling the automatic UV2 generation in probuilder preferences. 5) List of steps, clearly explaining how to replicate the issue I apologize, I don't know how to recreate the problem on your side. Should I send you a 3d object? Or share screen with you? 1. Trim nearly half the of the triangles on an object 2. Go to lightmap it 3. Problem occurs 6) Any other comments/etc I have restarted my computer to see if that was the problem. This problem still occurs. However now I cannot select all faces on an object. Under elements, choose faces, drag a box around your object to highlight all the faces, it will only grab half of the faces. I tried using all 3 different geometry editors (faces, vertex, and edges). Any help would be appreciated. Thank you!
  10. Select Loop does not seem to work on the edge of an object. As seen in the video, the first time I click "Loop" it works fine. When I select the edge of the object and click "Loop" again, it fails to find anything. Would be great if the tool could work in this situation too (seems like it should be possible to detect on the code side; however please let me know if it's not). Video: http://imgur.com/Z9282uB ProBuilder 2.4.3p1 (latest available as of this post) Windows 8.1, Unity 4.3 Pro Thanks!
  11. Hello! Please excuse that I really don't know the right terms to discuss UVs. It's all brand new to me. I've made a little pillar in ProBuilder, and I'm trying to use it in Substance Designer. I've opened the UV editor and moved the UVs so they're not on top of each other. However, it looks like there's a bounding box of sorts, and the UVs are outside of it (and much larger than it). Before I moved the UVs, they were kind of stacked on top of each other (is that normal?), but the longer pieces were extending beyond the frame of the "bounding box". I have no doubt I've made quite a few mistakes in my workflow here, but is there away to kind of automatically position the UVs so they're not stacked and are all within the box? Thanks!!
  12. Operating System: Windows 7 Unity: 5.0.0f4 ProBuilder: ProGrids: I'm noticing this problem with the newer version of ProBuilder and ProGrids. Basically, I have the ProGrids distance set at 0.25. When I extrude faces or move objects, the position coordinates and size values get increased or decreased by 0.25. However, occasionally, I'll notice that the values will get pushed to a 0.125 grid instead. For example, the face will get positioned at 1.125 instead of 1 or 1.25. This can cause the entire shape to get distorted (if I'm editing one face of a box, for example, it'll get misaligned). It's a bit hard to explain, so I've screenrecorded the issues and posted the video here: https://youtu.be/4oLcxilg8LM
  13. I've been using prototype and just upgraded to probuilder, but I can't get any of the probuilder features to work.Whenever I try to use one I get errors like MissingMethodException: Method not found: 'pb_Menu_Commands.MenuDeleteFace'. TypeLoadException: Could not load type 'pb_UV_Editor' from assembly 'Assembly-CSharp-Editor'. Prototype is gone from the tools menu, but the button to open the probuilder window is still called Open Prototype(I don't know if this should change). I'm using Unity 4.6.1
  14. Halsys

    Graphical Artifacts.

    I've bought ProBuilder and I really like it. Up until recently however, I've been a bit annoyed and perplexed on why some of the faces appear black or wrong. They appear only sometimes and disappear if I do something with probuilder(ie Move vertice, offset anything with (0,0,0), Group and ungroup a face). Is this going to be fixed eventually? I could always turn off automatic lightmapping but why should I? Details: Unity Version: 5.0.0b18 ProBuilder Version: v2.3.2f2 (r2947) If there is anything else you would need from me to be able to evaluate the issue, let me know.
  15. 1. Probuilder 2. Upon start the console gives a "Internal compiler error". This error is most likely caused by API changes that occurred in Unity5b16 as it worked fine in Unity5b15. 3. I am currently using Unity3d 5.0.b16 Pro. I am running Windows 7. Version of ProCore Bundle version 1.0.3 (released July 07, 2014). I will install the latest version (Dec. 3) of Procore and give it a try after posting. 4. Full Console error (just one error total). Internal compiler error. See the console log for more information. output was: Unhandled Exception: Mono.CSharp.InternalErrorException: Assets/ProCore/ProBuilder/API Examples/Runtime Editing/Materials/pb_Selection.cs(4,14): pb_Selection ---> Mono.CSharp.InternalErrorException: Assets/ProCore/ProBuilder/API Examples/Runtime Editing/Materials/pb_Selection.cs(6,26): pb_Selection.pb ---> System.MissingMethodException: Method not found: 'UnityEngine.AddComponentMenu..ctor'. at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool) at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0 at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at System.MonoType.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0 at Mono.CSharp.AttributeTester.GetObsoleteAttribute (System.Type type) [0x00000] in <filename unknown>:0 at Mono.CSharp.Expression.ResolveAsTypeTerminal (IMemberContext ec, Boolean silent) [0x00000] in <filename unknown>:0 at Mono.CSharp.MemberBase.ResolveMemberType () [0x00000] in <filename unknown>:0 at Mono.CSharp.MemberBase.Define () [0x00000] in <filename unknown>:0 at Mono.CSharp.Field.Define () [0x00000] in <filename unknown>:0 at Mono.CSharp.TypeContainer+MemberCoreArrayList.DefineContainerMembers () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Mono.CSharp.TypeContainer+MemberCoreArrayList.DefineContainerMembers () [0x00000] in <filename unknown>:0 at Mono.CSharp.TypeContainer.DefineContainerMembers (Mono.CSharp.MemberCoreArrayList mcal) [0x00000] in <filename unknown>:0 at Mono.CSharp.Class.DefineContainerMembers (Mono.CSharp.MemberCoreArrayList list) [0x00000] in <filename unknown>:0 at Mono.CSharp.TypeContainer.DoDefineMembers () [0x00000] in <filename unknown>:0 at Mono.CSharp.Class.DoDefineMembers () [0x00000] in <filename unknown>:0 at Mono.CSharp.TypeContainer.Define () [0x00000] in <filename unknown>:0 at Mono.CSharp.ClassOrStruct.Define () [0x00000] in <filename unknown>:0 at Mono.CSharp.Class.Define () [0x00000] in <filename unknown>:0 at Mono.CSharp.RootContext.PopulateTypes () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Mono.CSharp.RootContext.PopulateTypes () [0x00000] in <filename unknown>:0 at Mono.CSharp.Driver.Compile () [0x00000] in <filename unknown>:0 at Mono.CSharp.Driver.Main (System.String[] args) [0x00000] in <filename unknown>:0 5. Just open Unity5.0b16 and it will give this compile error 6. I will post an update after I install the latest version of Procore
  16. Phawee

    upgrading probuilder failded

    Hello, 1) Name of tool Probuilder 2) A brief description of the issue I had trouble upgrading probuilder from ProBuilder2-v2341.unitypackage to ProBuilder2-v2900.unitypackage 3) Your system environment (Operating system, version of Unity, version of tool) Windows 8.1 / unity v4.5.5f1 / ProBuilder2-v2900.unitypackage 4) Full description of issue ProBuilder2-v2341 was installed on my project and it worked pretty well. But the "setpivot" option didn't worked. So i try to upgrade probuilder from the asset store. I downloaded ProBuilder2-v2900.unitypackage, double click on it and then unity told me that the import can't be done (you can see the exact error on the screenshot). The older probuilder uninstall well but the new one can't intall, so now i haven't probuilder anymore on my project (And i can't put the older version, it doen't worked as well) 5) List of steps, clearly explaining how to replicate the issue I have make a huge mistake i think, because just before i intall the first version of probuilder on my project (ProBuilder2-v2341.unitypackage), i had Prototype on my project and i deleted the files (I know now that it was a really bad idea). But the first intall success and probuilder worked well ! 6) Any other comments/etc If you need more information please tell me. Regards, Phawee
  17. Hello everyone, When I make a model created by probuilder then save it in the prefabs folder or any folder in the project panel it shows it retains the material that I initially added or sometimes I have to add it myself. Then it stays there for a while, I save project, save scene and carry on probuildering my imagination into models in unity. After sometime, a particular prefab goes for a prefap I think. haha. Meaning the material in the prefab reverts to default_prototype. I thought of changing the default material in Edit/preferences/prototype since I am trying to make a game using only one material which has a texture atlas. But surely that can't be a solution. It restricts my flexibility to use other materials in unity. So does anyone know anykind of way around this problem? I would like to fix it before I proceed with my game modeling in unity. Btw this particular problem doesn't happen when I use primitve shapes provided by uniyt to create a prefab. Regards Imran.
  18. Hi, When I tried to back my scene (all objects are statics of course), I have some objects made with Probuilder 2.3 who gave me a warning and .. there are not backed. Please see the image attached. Thanks a lot. Best regards, AB
  19. Hi all, How can I instante a prefab with Photon? Photon need to use his method to intestate a prefab, and ProBuilder too.. Any ideas ? Thank you !!! Best regards, AB
  20. So when i was building a scene i saw that when nothing was yet textured just the normal white thing my player had cast shadows on and the point lights did there thing and so well the shadows of that player did appear but on none textured part but when i added the materials (there was a normal texture its bump map and specular). Then i didnt saw the textured part recieving my players shadows although the mesh still had the cast and recieve shadows on. I dont know what the heck is causing this but i really need the shadows to be visible (better graphics this way). Hope there is a way to fix this.
  21. I bought the indie substance painter, substance designer etc. in the recent sale. I wondered if probuilder will work with substances. Also is there a bug with the .obj exporter? When I try to export nothing happens, I select the probuilder object in my hierarchy then click tools menu ProTools - Actions - Export Selected to OBJ Pick a location to save it but nothing happens. Am I being stupid and not understanding something? (I often am btw) Cheers Roy
  22. milq

    no draw vs batch

    hi so when we are using no draw it just breaks the static batching so we have to make a balance between draw calls and using no draws or all that matters is draw calls ? which one effects the performance most, minimizing draw calls with texturing all sides or using no draws and break the batching and minimize light map texture space? thx
  23. Yesterday I was messing around with ProBuilder 2 and Progrids in Unity Pro. After a while I cam back to tweak some lightmap settings, and noticed some errors (Note: I do not remember if the errors were there before or after I tweaked lightmap settings) I didn't even touch anything probuilder related, just the default Unity lightmapping window. Then I got these two errors: This error kept appearing over and over, and the number next to the error even broke 100k! Then I just closed Unity lol This error appeared only once however (Possibly related to the new edge options that are in beta?) Today I opened Unity and it had a problem with opening the layout, so I just loaded the default layout. This obviously did not open the Probuilder or Progrid windows, and could be the reason why I am now only seeing the second error. I cannot make the first error appear again, as the second error prevents me from opening the probuild or progrid windows (see image below) I have not moved any Probuilder or Progrid or any files other than a few texture files I have changed/added (the files were not related to any procore things) I am using Windows 7 64 bit in Unity 4.3.4. Also, I managed to make a decent sized level before I had this problem.
  24. milq


    hi correct me if i am wrong but there is no way of texture atlasing right? actually we can put some textures together make an atlas put that big texture in every face we want to texture and manipulate it by hand till it matches correctly on the face and it is just wrong , right? thx
  25. hi so when i add a new objects with a new material draw calls add by two(+2) shouldn't every material add one draw call? thx