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Found 82 results

  1. Hi I'm New to both Probuilder and the forums. I'm trying to make several objects into one, I put them together and this is what it looks like: But when I try to make it into an Object I either get this: Or the message user cancelled flashes on the screen, I'm using the latest version of probuilder. If anyone can help it would be much appreciated. Thanks in advance!
  2. Hey , I was working on a runtime simulation tool for which I wanted to use the pb_Poly shape to allow user to create meshes of any shape dynamically So decided to appent points in pb_poly shape manually Problem is the points are not getting connected at the end. And thus no poly is drawn Could you be kind enough to let me know how to go around this thanks Regards
  3. Hi, I tried testing out poly brush to paint some color over a cube mesh created by probuilder but somehow it doesnt work. I dont know what I do wrong. In mesh renderer, the element 0 always switches back to default prototype every time the brush was hovered above the mesh, even when I tried to set it to standard vertex color. I could not use any other functions in poly brush. The shader also is greyed out for some reason. Polybrush version is 0.9.13b.0 Probuilder version 3.0.1 Unity 2018.1.0b7 beta
  4. 1) Probuilder Advanced - 2.9.8f32) When editing editing faces a Render Error occurs creating a duplicate object that is blue3) Unity 5.6.3p1 (VR Chat Environment), Windows 10, Geforce 1080 ti4) This problem only occurs on Probuilder Advanced and not on Probuilder Basic. I tracked down the error to be caused by something in ProBuilderCore-Unity5.dll as replacing this with the basic one stops the problem from happening. 5) Create any Probuilder Object. Select faces button. Keep randomly clicking on faces selecting and deselecting until error occurs. Appears to be an issue when the engine wants to update lighting when moving around faces on the block. 6) Probuilder seems to be being picked up now by the VR Chat community as it is an amazing tool. Hopefully this helps and prevents future issues. I definitely want to promote this to more VR Chat World Creators. TypeLoadException: Could not load type 'UnityEngine.RenderTextureDescriptor' from assembly 'UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. ProBuilder2.Common.pb_SelectionPicker.RenderSelectionPickerTexture (UnityEngine.Camera camera, IEnumerable`1 selection, System.Collections.Generic.Dictionary`2& map, Int32 width, Int32 height) ProBuilder2.Common.pb_SelectionPicker.PickFacesInRect (UnityEngine.Camera camera, Rect pickerRect, IEnumerable`1 selection, Int32 renderTextureWidth, Int32 renderTextureHeight) A.cd843c3fc21479abe3dea190cff2e7645.c6c9b810dc1c3177277adffe8ca31eb98 (UnityEngine.Camera c7eb2fa2bd328fa7fbd31763515879c2a, Rect c7eb2fa2bd328fa7fbd31763515879c2a, IEnumerable`1 c7eb2fa2bd328fa7fbd31763515879c2a, Int32 c7eb2fa2bd328fa7fbd31763515879c2a, Int32 c7eb2fa2bd328fa7fbd31763515879c2a) ProBuilder2.EditorCommon.pb_Editor.DragCheck () ProBuilder2.EditorCommon.pb_Editor.OnSceneGUI (UnityEditor.SceneView scnView) UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2403) UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1721) UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1553) System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
  5. Tool: ProBuilder Advanced Issue: ProBuilder seems to conflict with Visual Design Cafe's excellent Nested Prefabs. When creating nested prefabs from ProBuilder objects, some property changes cannot be applied to the prefab. Steps to recreate: Add ProBuilder Advanced and Nested Prefabs to project. Create an object using ProBuilder. Make it a prefab (we'll call this Prefab A). Create a second object using ProBuilder. Add Prefab A as a child of it. Make the whole thing a prefab (Prefab B). Change a property on an instance of Prefab A (MeshRenderer Material and SphereCollider radius are two that I've specifically seen issues with). Hit the Apply button to apply these changes back to the prefab. What should happen: The change should be applied to all instances of Prefab A, including those nested inside Prefab B. What actually happens: Pressing the Apply button behaves as if I had pressed the Revert button instead. Changes to the prefab instance are wiped out, reverting back to what was previously saved. What causes this issue: I initially brought this issue up with the Nested Prefabs developer on their Unity forum thread (my initial comment, and replies: Visual Design Cafe, me, VDC, me, VDC). In that last reply, you'll see VDC suggests "it might be caused by a small conflict in the way ProBuilder and Nested Prefabs handle things. For example, ProBuilder will automatically update/change the size of colliders unless the 'Custom Collider' property is enabled. The material is also changed automatically based on the Entity Type. It is possible that ProBuilder already updates those properties when Nested Prefabs has not yet copied over all data, resulting in the wrong data being saved. I'll look into it further, but it might be hard to find the exact cause of the issue without the source code of ProBuilder." I suspect this is an issue that could be easily addressed with a little information exchange between ProCore and Visual Design Cafe. While I understand not every third-party asset can be counted upon to play nicely with every other one, ProBuilder and Nested Prefabs are both pretty major assets that provide excellent, near-essential editor features. I'm sure compatibility between these assets would benefit many users beyond my team. We would very much appreciate it if you guys would be willing to work together to resolve this issue. Environment: Windows 8.1, Unity 2017.1.0p4, Nested Prefabs 1.2.6, ProBuilder Advanced 2.9.8f3
  6. Hi there, thanks for your awesome tools! We're struggling with an issue in Probuider v2.9.8f3 On a probuilderized FBX with materials in Unity 2017.3.0f3, after merging it into one mesh via probuilder and making it a Unity prefab, it's impossible to change materials anymore, they are locked, any change is reverted if pressing "Apply" on the prefab. Steps : import an FBX file with materials in it > Probuilderize it > Merge it > Make it a Prefab > try to assign new materials via the materials array > Press Apply prefab Hope you have a solution! Thanks! * Only "solution" i found was stipping Probuilder scripts on the prefab, then materials were editable again. But...it erases the pb_mesh and it end up with an empty prefab (By the way stripping Probuilder scripts should delete the mesh too? Is it normal stripping behaviour?) Thanks! Sebastien
  7. KyleYoungblom

    Snap Only On Specific Axis

    I'd love to see the option to only apply progrids snapping to the axis used to translate the selected component. In the example below, I grab the top verts of a cylinder and translate them upwards using the Y axis of the transform gizmo. The verts snap properly to the .5 on Y but also snap on the X and Z axis, which is not desired. The only workaround I know of is to create a second object at the Y height I want, disable snapping in proGrids, and then hold V to vertex snap to my new object. This works but isn't really an ideal workflow. Thanks
  8. Ello! It's my first post to the forum! How exciting! I'm trying to build from Unity 2017 1.2f1 to Xbox One Creators Club (UWP) and I'm hitting a few issues having ProBuilder in my project .. I just downloaded ProBuilder 2 days ago - version 2.9.8f3. Oh, incase it matters I'm using Win10 Creator's Club Edition or whatever the heck they're calling it. The latest. First up, I was getting errors that seemed to be coming from Poly2Tri.dll so I found my way here to the forums and found a post about a similar problem someone was having building a standard win10 UWP app .. so I followed the instructions posted as a reply to that.. http://procore3d.github.io/probuilder2/troubleshooting/faq/#error-building-player-windows-store-ios-android-webgl First, following the instructions from that link, I tried just setting the main dlls to editor only. After doing that, it built OK and it ran on the xbox but gave me errors in the actual build (see screengrab attached) .. so I went back and did the rest of the instructions on that page (where it says to set theProBuilderCore-Unity5 and ProBuilderMeshOps-Unity5 dlls to editor and standalone only) and next I was back to these build errors: Assets\ProCore\ProBuilder\API Examples\Vertex Colors\HighlightNearestFace.cs(3,19): error CS0234: The type or namespace name 'Common' does not exist in the namespace 'ProBuilder2' (are you missing an assembly reference?) To solve the build error above, I added #if UNITY_EDITOR || UNITY_STANDALONE to the entire HighlightNearestFace.cs script, which meant I was able to build again. Sadly, after all that I'm still getting errors in the build running on the actual xbox (see the screengrab - its the same error I was getting before, so yes there's only one screengrab!) Any suggestions on getting around this / fixing it would be really welcome! I understand that support isn't easy I absolutely love using ProBuilder and I'm having a great time with it. If there's any more info you need from me to help solve this, let me know. Thanks so much! Jeff.
  9. Currently I can use Edge Flip to flip the edge of a quad, but when I have a triangulated mesh, I often want to flip any number of edges, but currently need to make them into quads, then re-triangulate them. For example: Note the 4 steps to flip a single edge: Select both triangles on either side of the edge. Merge Faces into a quad. Flip Face Edge of the quad. Triangulate Faces to return the quad back into triangles. I would love to have a Flip Edge option in Edge Selection mode. (I wouldn't have thought to find Flip Face Edge in Face Selection mode, honestly, and had to do a lot of searching to discover it.) When clicked, selected edges that share triangles on either side would swap their connected verts as if the user had completed the 4 steps above swapping the two shared verts with the two unshared verts, only without any actual merging/triangulation on the user's part.
  10. Found out that someone else already posted the issue with a error which I now found too in my Project. 1) Name of tool Polybrush 2) A brief description of the issue Polybrush doesn't seem to work with ProBuilder Objects. I checked the documentation on how to solve this problem, I tried the recommended solutions but it still doesn't work for me. I'm not sure if I'm doing something wrong with setting up the tools. But I'm following the documentation. There aren't any errors that I think are related to it. But if there is any information I can post, I will. If someone want's to check the project I will upload it. 3) Your system environment (Operating system, version of Unity, version of tool) Windows 10 Unity 2017.1.1f1 ProBuilder 2.9.8f3 Polybrush 0.9.13b0 ProGrids 2.5.0f0
  11. Hi, Newly registered but using ProBuilder for a while (I own ProCore). I started using it to model low-poly floor and need to duplicate the mesh between the actual green floor with MeshCollider and a second GameObject with the same mesh and a different material for DirectX 11 Grass Shader. I figured I could use the new "Meshes are assets" flag and set the resultant mesh asset as the mesh for the grass GameObject. (Side benefit: won't require saving a new copy of my scene in version control hopefully!) However every time I load my scene, the second MeshFilter loses reference to the mesh. I notice the name in the original PB MeshFilter has changed (and it's still not the name that is shown in the Project Window!). Any suggestions? Thanks! Oh, Unity 5.6.3 on Windows in case relevant. Thanks! (I can update with screenshots if useful)
  12. Hi , Im working on the runtime version for ProBuilder and im stack on the gizmo orientation local or planar for the face or vertex . any build in function to get it right ? I know that we have a function to get the normal for the face : Vector3 targetAxis = pb_Math.Normal(pbUtil.ValuesWithIndices(currentSelection.pb.VerticesInWorldSpace(), currentSelection.face.distinctIndices)) and for the axis creation i give this values to each axe: xDirection = Vector3.Cross(Vector3.up.normalized, targetAxis.normalized); yDirection = Vector3.up; zDirection = targetAxis; but the X and Z axes are not moving the right way when i rotate the object on the Y axe . Any idea or help plz ?
  13. I have snapping turned on for scaling, but it doesnt seem to apply when extrude scaling faces. Ie. 1 Make a cube 2. Select a face. 3. Choose unity scale selector tool. 4. Hold shift for extrude. 5. Drag to exclude on the plane. There is no snapping here. It would be very handy, so I can use it to make a bunch of windows all the same size quickly and in the same place (without having to connect so many edges). Thank you
  14. Hi Karl - I figured I'd just create a new thread around the topic of the runtime API. I started diving in today and I figured the first problem I would tackle is creating a 3D translate / rotate / scale widget for manipulating probuilder object during runtime, similar to how it's done with the editor. Seems like the first step would be to detect the center of the selected face and place the 3d widget there, and handle drag events for the actual movement of vertrices. Any functions you can think of that would be helpful? PositionHandle2D looks promising...
  15. Probuilder ver 2.9.4f1 Unity 2017.10f3 Using the "Generate Shadow Obj" Tool on geometry gives the following errors below. I am using the script that comes in this version and just uncommented out the necessary line to start it. Once run, the geometry explodes out towards the edge of the screen, making everything unusable. Any suggest fixed would be appreciated OverflowException: Value is greater than Int32.MaxValue or less than Int32.MinValue System.Convert.ToInt32 (Single value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Convert.cs:1231) ProBuilder2.Common.pb_Vector.GetHashCode (Vector3 v) ProBuilder2.Common.pb_Vertex.GetHashCode () System.Collections.Generic.GenericEqualityComparer`1[ProBuilder2.Common.pb_Vertex].GetHashCode (ProBuilder2.Common.pb_Vertex obj) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/EqualityComparer.cs:99) System.Collections.Generic.Dictionary`2[ProBuilder2.Common.pb_Vertex,System.Int32].TryGetValue (ProBuilder2.Common.pb_Vertex key, System.Int32& value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:591) ProBuilder2.Common.pb_MeshUtility.CollapseSharedVertices (UnityEngine.Mesh m, ProBuilder2.Common.pb_Vertex[] vertices) ProBuilder2.EditorCommon.pb_EditorMeshUtility.Optimize (.pb_Object InObject, Boolean forceRebuildUV2) ProBuilder2.Actions.CreateShadowObject.DoAction () (at Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs:194) ProBuilder2.EditorCommon.pb_MenuAction.DoButton (Boolean isHorizontal, Boolean showOptions, UnityEngine.Rect& optionsRect, UnityEngine.GUILayoutOption[] layoutOptions) ProBuilder2.EditorCommon.pb_EditorToolbar.OnGUI () ProBuilder2.EditorCommon.pb_Editor.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:272) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:265) UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:232) OverflowException: Value is greater than Int32.MaxValue or less than Int32.MinValue System.Convert.ToInt32 (Single value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Convert.cs:1231) ProBuilder2.Common.pb_Vector.GetHashCode (Vector3 v) ProBuilder2.Common.pb_Vertex.GetHashCode () System.Collections.Generic.GenericEqualityComparer`1[ProBuilder2.Common.pb_Vertex].GetHashCode (ProBuilder2.Common.pb_Vertex obj) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/EqualityComparer.cs:99) System.Collections.Generic.Dictionary`2[ProBuilder2.Common.pb_Vertex,System.Int32].TryGetValue (ProBuilder2.Common.pb_Vertex key, System.Int32& value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:591) ProBuilder2.Common.pb_MeshUtility.CollapseSharedVertices (UnityEngine.Mesh m, ProBuilder2.Common.pb_Vertex[] vertices) ProBuilder2.EditorCommon.pb_EditorMeshUtility.Optimize (.pb_Object InObject, Boolean forceRebuildUV2) ProBuilder2.EditorCommon.pb_Editor.UndoRedoPerformed () UnityEditor.Undo.Internal_CallUndoRedoPerformed () (at C:/buildslave/unity/build/artifacts/generated/common/editor/UndoBindings.gen.cs:201) OverflowException: Value is greater than Int32.MaxValue or less than Int32.MinValue System.Convert.ToInt32 (Single value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Convert.cs:1231) ProBuilder2.Common.pb_Vector.GetHashCode (Vector3 v) ProBuilder2.Common.pb_Vertex.GetHashCode () System.Collections.Generic.GenericEqualityComparer`1[ProBuilder2.Common.pb_Vertex].GetHashCode (ProBuilder2.Common.pb_Vertex obj) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/EqualityComparer.cs:99) System.Collections.Generic.Dictionary`2[ProBuilder2.Common.pb_Vertex,System.Int32].TryGetValue (ProBuilder2.Common.pb_Vertex key, System.Int32& value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:591) ProBuilder2.Common.pb_MeshUtility.CollapseSharedVertices (UnityEngine.Mesh m, ProBuilder2.Common.pb_Vertex[] vertices) ProBuilder2.EditorCommon.pb_EditorMeshUtility.Optimize (.pb_Object InObject, Boolean forceRebuildUV2) ProBuilder2.Actions.CreateShadowObject.DoAction () (at Assets/ProCore/ProBuilder/API Examples/Editor/CreateShadowObject.cs:194) ProBuilder2.EditorCommon.pb_MenuAction.DoButton (Boolean isHorizontal, Boolean showOptions, UnityEngine.Rect& optionsRect, UnityEngine.GUILayoutOption[] layoutOptions) ProBuilder2.EditorCommon.pb_EditorToolbar.OnGUI () ProBuilder2.EditorCommon.pb_Editor.OnGUI () System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222) Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232) System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115) UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:272) UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:265) UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:232)
  16. Hey guys, is it possible to get some help? Ive run into a bug with ProBuilder when i create a cube and assign a material to the cube. i save the cube as a prefab, after saving it as a prefab the material switches back to the default prototype material!!! Any idea how to fix this? Ive tried removing probuilder and reinstalling but it doesnt fix it. I have ProBuilder2-v2.9.5f3-unity56 installed. Thanks
  17. 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?
  18. ecco

    editing mesh

    I'm using pb to recreate the medieval house in your demo but I feel like the shapes are not behaving correctly. Even creating a simple cube and extruding the facets causes peculiar artifacting. You can see in the screenshot that the edges and standard grid textile falls out of whack. The video shows what happens to a shape just with me moving the edge back and forth. warpping.mov
  19. Hey all! First time posting, but a long time user of ProCore. I was recently creating some Unity3d editor tools for an upcoming project of mine when I realized that rolling ProCore into it would be a great help to my efforts. Unfortunately I have the dll version of ProCore and am unable to download the source code version due to not having an invoice for it (It was a free ludlum dare version, so no invoice). I haven't been able to find documentation on the API otherwise, and that's the reason for my post. I was wondering if anyone could give me an example of how to create a new ProBuilder Cube from script? Or if anyone could print out the code for the menu function GameObject->3D Object->ProBuilder Cube. Thanks in advance all!
  20. A few days ago I started a new scene, added in a few of my standard models (created through Blender & imported in), then got to work building my connecting corridors using ProBuilder, when I got to a large open room, which I modelled using ProBuilder, I noticed that when I had a shader on it, I was unable to preview it unlit. If I duplicate the object using the standard Unity way (Crtl+D), the new copy has the correct lighting (none) when the Light icon is off, see HERE for info on the icon (the one that looks like a sun). Unfortunately, I don't really want to have to keep duplicating my objects every time I want to see them (large room, few lights = DARK) so I bit the bullet, deleted ProBuilder (and the ProCore bundle entirely) and started again with fresh installs of all of them, the same problem. Does anyone else have this problem or know a solution?
  21. I'm using Probuilder 2.9.0f3 with Unity 5.50f3 in Windows10 and as of today the update window shows up every time I recompile and every time I press play. It doesn't matter if I turn the show notifications checkbox on or off. I don't update tools randomly in the middle of a build and do not want the window to show up when I've clicked the checkbox off. =]
  22. Kerfuffles

    Vertex Toolbar improvement

    In messing about with the vertex toolbar code, I stumbled across how colors are set for the swatch previews and noticed that they inaccurately display what color they are set to. To fix this, and the performance seems alright up until about 30 swatches, is to generate 1 or 2px textures and set their colors instead. You would comment out any GUI.color code inside the loop drawing the swatches, and add this: Texture2D swatchTex = new Texture2D( 2, 2, TextureFormat.ARGB32, false, false ); for( int x = 0; x < swatchTex.width; x++ ) { for( int y = 0; y < swatchTex.height; y++ ) { swatchTex.SetPixel( x, y, USER_COLORS[i] ); } } swatchTex.Apply( false, false ); and then draw it normally with the existing DrawPreviewTexture() call. EditorGUI.DrawPreviewTexture( layoutRect, swatchTex, null, ScaleMode.StretchToFill, 0 ); This will then display accurately what color the user has set without noticeable overhead.
  23. ItsDangerous

    ProBuilder Splines

    The spline has a problem when you loop it. It appears that you are using world up to calculate the rotation along the spline. I think instead try using world up on your first segment and then referencing the previous segment as a new up direction for all of them. Then it should flow naturally I think. If not that, there has to be a way. Blender can do it.
  24. sweetclimusic

    normal thief(stealing?)

    I've read the two threads, but not sure they are the right fit. I am wanting to make soft trees but not with unity tree creator, instead I would like to make trees like this? https://simonschreibt.de/gat/airborn-trees/ basically you have a mass shape thats the tree's body and then the leaves are children that have the same normals as the main tree shape. But the article states this is done in 3ds max or something. So can you do this in Probuilder? I have my tree trunk and I'm now wanting to add the leaves using this style. I've built a untested shader (my first)... as I 've modeled the probuilder mesh that will hold the leaves. Shader "Test Shaders/Normal UV Thief" { Properties { [Normal] _ParentTexBump("Bumpmap",2D) ="bump"{} [Tooltip("Thief Texture is actually the main text to be rerendered")] _ThiefTex("Texture",2D) = "white" {} } SubShader{ Tags{} CGPROGRAM #pragma surface surf StandardSpecular Sampler2D uv_MainTexBump; Sampler2D uv_ThiefTex; struct Input { float2 uv_MainTexBump; float2 uv_ThiefTex; }; #new surface shader for this object void surf (Input IN, inout SurfaceOutput o) { o.Albedo = tex2D (_ThiefTex, IN.uv_ThiefTex).rgba; o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap)); o.Alpha = 1; } ENDCG } Fallback VertexLit; }
  25. I was trying to work on a small object (low poly sword) using ProBuilder (and Surforge) but found Unity difficult to work with at such a small scale. The biggest issue was moving the scene camera around to see / edit things. So, a few questions: 1) Is it possible with these tools? 2) If so, what setup is recommended? 3) If I build the weapon in a bigger scale using these tools, then scale it down, any issues with that? 4) I have the ProCore bundle, so should I be looking at ProGrids on the small scale too? Thanks in advance!!!
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