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Found 48 results

  1. Zen

    Really Frustrating Bug

    There is an annoying bug that has been preventing a significant amount of development on my game, mostly because I rely on this asset to easily model basic shapes. What's been going on is that every time I pull two top vertices down from a cube to form a ramp, the two faces to the side become completely black. It's very easy to recreate, and goes like this: (I'm using mac by the way) build a 1x1x1 cube, switch to vertex editing mode, and select two top vertices and pull them down. The two faces to the side should become pitch black. This is also being done using progrids, so it snaps by to the bottom instantly when I drag down. I hope you guys can help me resolve the problem.
  2. Stylophone

    Issues

    Hi, 1. If I enable batching static on the polybrush-modified gameobject that in runtime the modification for the mesh won't be applied into the combined mesh. It keeps the original mesh. 2. When doing "Save to Asset" on a primitive mesh of Unity I got the following errors: Couldn't add object to asset file because the Mesh 'Plane' is already an asset at 'Library/unity default resources'! UnityEditor.AssetDatabase:CreateAsset(Object, String) Polybrush.z_EditorUtility:SaveMeshAsset(Mesh, MeshFilter, SkinnedMeshRenderer) (at Assets/ProCore/Polybrush/Code/Editor/Utility/z_EditorUtility.cs:131) Polybrush.z_MeshFilterEditor:OnInspectorGUI() (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_MeshFilterEditor.cs:30) UnityEditor.DockArea:OnGUI() UnityException: Creating asset at path Assets/Test.asset failed. Polybrush.z_EditorUtility.SaveMeshAsset (UnityEngine.Mesh mesh, UnityEngine.MeshFilter meshFilter, UnityEngine.SkinnedMeshRenderer skinnedMeshRenderer) (at Assets/ProCore/Polybrush/Code/Editor/Utility/z_EditorUtility.cs:131) Polybrush.z_MeshFilterEditor.OnInspectorGUI () (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_MeshFilterEditor.cs:30) UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1229) UnityEditor.DockArea:OnGUI() Video attached. temp.mp4
  3. multiversemarble

    Subdivide face messes up textures

    -Name of tool - ProBuilder -A brief description of the issue - Whenever i try to do subdivide face it messes up entire uv on the mesh - Version of Unity - 2018 beta 6 i just clicked on one face and selected subdivide face
  4. quid3st

    Vertex connect failure

    Hey, I'm trying to connect some vertices, which I created along the map, in order to add detail to geometry. However, the "Connect vertices" feature works only 50% of the time. And when it fails, no error is shown. Instead, a regular "Connected 2 vertices" is shown, and no edge is created between the vertices. Edit: Added video down below These vertices were created by subdiving the edges, which they lie on. I moved the left vertex down, and right vertex up, in order to make this clear in the following image: This kind of edge subdivision and vertex connecting works half the time, and I never get an error message. EDIT: I also created a video to replicate the issue. It seems the problem is when I extrude a face, instead of bridging them. I realize this might not be a bug. But it would be nice if the extruded plane's vertices would react well to vertices that are on a plane next to it. 2018-02-16 09-10-56.mp4 EDIT 2: I tried bridging some of the edges in my geometry, in order to correctly connect vertices, but I am unable to. Is this a bug or am I doing something wrong? Can be seen in the following video: 2018-02-16 09-22-15.mp4 Unity 2017.3.0f3 Probuilder2.9.7f5 Thank you!
  5. Hello everybody, I am completely new to pro builder and I encountered a strange behavior of my object when I try to edit its geometry. I have a simple cube and I want to "flatten" the edges like this: But when I move the verticies further out I get something that looks like this: What happens here? I just split the edges of the cube and moved the verticies. Thanks in advance!
  6. Objects disappear when I move the camera in play mode. When I delete the polybrush folder this error is fixed. It does not generate any log.
  7. I have the last probuilder and polybrush version. I use Unity 2017.1.2p3 It work on Unity But If run it on Android I was very excited about this tool and this discourages me a little. I hope it can be solved in a simple way because I can´t continue working in my game.
  8. brisingre

    Selection Problems

    When I try to select a face, I almost always change my top level selection instead. What it changes to is nearly random. One part of this, I think, is a unity issue. When I click repeatedly it cycles through any overlapping objects. It doesn't reliably select the object closest to the camera first, and sometimes its cycle will get confused and it will take a dozen clicks to get what I want. 2D transforms are especially bad about it, I have to disable all my GUI stuff to stop from constantly selecting it. Face select does the same thing, but much, much worse. It's equally happy, perhaps happier to select a face on another model, to select another top level model, or to select the top level of the model I'm trying to edit, as to select the face I clicked on. Select Hidden doesn't help. Select Hidden doesn't work on edge select mode either, seemingly. It just doesn't do anything, I can still select hidden edges. I can work around the issue by setting drag select mode to intersect, select hidden to off, and using drag selects exclusively, but I can't ever left click without it ruining my selection.
  9. I bought the Polybrush from Unity Asset Store yesterday and I have very mixed feeling about the whole product. I think I was very misleaded by the marketing material over on the Asset Store page and on your website about the compatibility and ease of use. The tool is full of annoying bugs and doesn't behave the same way when in the editor and when builded for platforms such as iOS. I was hoping that when I purchased this relatively expensive piece of software, I would be able to use it as a tool to save time and resources on my game projects. I understand that it is still in beta, but at this stage, the product is totally unusable. I hope you would touch on these issues first, explained in details below: 1. Textures disappear or behave unexpectedly when activating Play Mode Every time I enter Play Mode, all the the textures on game objects equipped with Polybrush -shader either disappear or change to weird colors. But when I select the object in editor and wiggle my cursor a bit over the object while still in Play mode, all the textures come temporarily back for that one Play mode -session. I have to do this every time for every object in the scene to view my textures in Play mode. Unbearable. polybrush_bug_2.mp4 2. All modified Vertices also reset when in Play mode. This can be seen also in the polybrush_bug_2.mp4 -video example. I believe this is the same problem as this person is having, I was wondering why nobody has touched on this yet: 3. When building for iOS, all textures were gone, or totally black. I did read into this post from last year, but I assume It has not been solved. I was using the "Texture Blend (Mobile)" -option from the shader dropdown -menu and they are all black in my iOS build when it should be blue, like in the Unity Editor. Why? I don't understand the coding of shaders, that's why I would use something like Polybrush to help me out. But if you promise on your website to support All Unity-Supported Platforms such as iOS, I would assume at least some progress on that area, even in beta. Either way, I cannot use this tool with my work, because of its poor reliability and performance issues. I hope you will address these issues soon. Or maybe I did something wrong myself? Pease help me out! Best regards Polybrush 0.9.13b0 MacBook Pro (Retina, 15-inch, Mid 2015), 2,2 GHz Intel Core i7, 16 GB 1600 MHz DDR3, macOS Sierra 10.12.6 iPhone 7 Plus Xcode Version 9.1 (9B55) Unity Version 2017.2.0f3 Personal
  10. PascalCreated

    LIGHTING BUG | Baked Lighting Bug

    Hi, I'm having an issue when baking lights in my scene, I attached 3 screenshots showing wireframe and shaded view of the scene.
  11. Stylophone

    Failed ProBuilderizing

    First, on https://www.assetstore.unity3d.com/en/#!/content/15447 under the package contents, the filename is ProBuilder2-v2.9.7f5-unity2017.3.unitypackage but after downloaded it became to ProBuilder2-v2.9.7f5-unity2017.1.unitypackage, odd. Anyway, after upgrading to v2.9.7f5-unity2017.1, probuilder somehow failed probuilderizing the model which works well with prev version, as you can see from the screenshot: Although the object seems successfully processed but all the probuilder actions are unavailable. However, after re-selecting the object the buttons started working: But could only work with triangles. I've attached the model, please take a look, thanks. Room.fbx
  12. If I paint a mesh with Additional Vertex Streams setting enabled, upon play mode all the custom data is lost and the mesh reverts to it's default form. Prefab or non-prefab, tried it in new scene, restarting Unity, supplied shaders, no go. If the additional vertex streams is off, it works ok. Unity 5.6.3p3. Polybrush 0.9.13b0
  13. Augusto

    Edge Glitch

    I' m making a interior skeleton scene and for that i create a cube and remove some parts for windows and flip normals to create a interior but i have this light stripes, what could be that ?
  14. Saint0120

    QuickBrush wont paint

    I looked around but couldn’t find an answer so need to ask it here. Quick Brush doesn’t seem to work for me at all right now. Ill press ctrl-click/drag but nothing happens. I have the prefab in the right places and everything is in the right place but it just won’t work. I updated it and used it in a new project but still won’t work. I don’t think my Unity version is the problem because the one I have at home and the one at school are two different versions but it won’t work in either one. I opened up an older project that used an older version of Quick Brush and it still worked in that one so I have no idea what’s wrong. This is very annoying actually because I have two scenes due in a few days and Quick Brush was going to make this go much faster, but having it not work right now is extremely frustrating.
  15. 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.
  16. alexanderameye

    Visual Bugs in QuickEdit

    These are 2 bugs I've found while using QuickEdit. In the first gif, you see that when I try to select verts, the gizmo's just disappear. When I select edges on the other hand, they appear green which is good! And when I select faces, there is a visual aid as well. you can also see that the selection window is semi-transparent blue. In the second gif, this selection window has full opacity which blocks the view, the QuickEdit GUI is also a different color? The mesh in the first gif is procedurally generated, while the cube in the second gif is just a default cube.
  17. 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).
  18. Hi! i been using Polybrush for our game and today i got a really breaking bug. i was using vertex paint with ease until suddenly all the vertex painted objects starts to flicker, appearing and disappearing the vertex painted color and only remaining the base colors/textures, worst is that even meshes without vertex paint, flickers like if they where painted. To be clear, i have a green object and i painted yellow dots in it (for example) then the yellow dot appear and disappear depending the position of the camera, those yellow dots also appear in unpainted objects. Other bug that appeared with this, was that the objects that where painted before, can no longer be painted differently, they only can be painted like the first time i cant change the color or the pattern. im attaching some images for of the bug, the base color of the ground is green, moving the camera just a little causes to appear to be painted yellow even tiles that are not being painted. (i was painting a dirt path) I hope that you can give me some advice to solve this. EDIT: when i hit Play, the problem is gone and then i can see which tiles are actually painted. thanks! Roy
  19. 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
  20. 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
  21. 1) ProBuilder Advanced 2) Buttons in editor window are either completely black or barely visible 3) Windows 10, Unity 5.5.2p4, ProBuilder Advanced 2.7.0f7 4) Not much more to say here, buttons are either completely black rectangles or have dark-grey background with barely visible gray letters 5) All i did is update ProBuilder from asset store after like 2 months of not using it and launched Editor 6) Other than saying, that tool is unusable at this state, theres nothing much i can add. Sending a screenshoot as an attachment
  22. thebeardphantom

    Player Crash on Object Load

    I had a Mover object, but its static flags weren't properly synced to what a Mover's static flags should be (they were all set on this object). Loading this object in a build crashes the build due to a memory access violation. Setting the object to be a Detail object then back to a Mover fixed this. Unity version 5.6.0f1.
  23. 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(); } }
  24. 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.
  25. Hello there, Just wanted to report a couple bugs I ran into with QuickDecals that I haven't seen yet on Mac. The first issue is when packing multiple atlases the data for the first atlas always shows up in the bottom "Atlas Packing Settings" section. I think this might be related to the second bug... The second issue is when placing decals with multiple packed atlases, the wrong material may be assigned to the decal. In my case placing a decal from the 2nd atlas gets assigned the material from the 1st atlas, causing the wrong texture shows up. Here's a visual repro of both issues: http://gfycat.com/PositiveUncommonAlpinegoat Neither are game breaking as (so far) swapping the material out fixes it. But might not be obvious to others. Thanks
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