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Found 3 results

  1. Probuilder Advanced 2.9.8f3 Unity 2017.1.0f3 Personnal I still can't autostitch on some faces on all PB Polyshape objects: 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[]) ProBuilder2.EditorCommon.pb_UV_Editor:ApplyUVs(pb_Object, Vector2[], Int32) ProBuilder2.EditorCommon.pb_UV_Editor:RefreshUVCoordinates(Nullable`1, Boolean) ProBuilder2.EditorCommon.pb_UV_Editor:RefreshUVCoordinates() ProBuilder2.EditorCommon.pb_UV_Editor:ClickShortcutCheck(pb_Object, pb_Face) ProBuilder2.EditorCommon.pb_Editor:RaycastCheck(Vector3, Int32) ProBuilder2.EditorCommon.pb_Editor:OnSceneGUI(SceneView) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Is it possible to have an hotfix for that? All PB Polyshape objets have these issues.
  2. Protozoaire

    Autostich error on some faces

    Probuilder Advanced 2.9.5f3 Unity 2017.1.0f3 Personnal I can't autostitch on some faces in a PB Polyshape object. Error message: OverflowException: Number overflow. System.Convert.ToInt32 (Single value) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Convert.cs:1237) ProBuilder2.Common.pb_Vector.GetHashCode (Vector2 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_UV_Editor.ClickShortcutCheck (.pb_Object pb, ProBuilder2.Common.pb_Face selectedFace) ProBuilder2.EditorCommon.pb_Editor.RaycastCheck (Vector3 mousePosition, Int32 deepClickOffset) 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) 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)
  3. Unity 2017.1.0f3 (64-bit) Probuilder Advanced 2.9.7f5 I work very frequently on cylinder objects and smooth edges. It's currently not supported by the UV tool. I use "manual/box" or "manual/plane" button to have a start, then I manually align each faces of my objects, and that's long, very long. What would be awesome is a "manual/cylinder" button or an auto-growing-stiching function like that: I currently align each vertex one by one:
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