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Found 15 results

  1. Hello Procore, We used Probuilder Basic to make some basic 3d objects for a Hololens demo project. Unfortunately, we had issues building and traced back to multiple dlls Probuilder uses. Removing Probuilder allowed us to build without any issues. (Though doing so means that our models created with probuilder no longer appear) Here are the build settings we used: Windows Store Application Unity C# Project = true; Fastest Quality settings Player Settings> Publishing Settings> Capabilities> Spatial Perception Player Settings> Other Settings> Virtual Reality Supported = true> Windows Holographic Here’s the website we followed with basic instructions on how to set up and build a Hololens project: https://hololens.reality.news/how-to/hololens-dev-101-build-basic-hololens-app-minutes-0175021/ Attached below is an error log file containing the build errors. Thanks in advance for any help. Sincerely, Marc G error log.txt
  2. 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?
  3. kukuhbasuki

    Face Select Offset

    Hi, the face selection is working but got offset (see image attached). Please help. (Mac - Unity 5.5 - Object: Adobe Fuse 3D Character)
  4. djeby

    Importing Polybrush Error

    I imported the Polyprush asset and I got this error in my console. What should I do? Assets/ProCore/Polybrush/Code/Editor/Utility/z_EditorUtility.cs(383,19): error CS0117: `UnityEditor.EditorUtility' does not contain a definition for `SetSelectedRenderState' Unity Version: 5.5.0b4 Version of Polybrush: 0.9.9b2 This also happens in new created projects.
  5. There is a bug that wont allow you to undo changes made to the mesh with polybrush after entering and exiting playmode. A bug fix would be nice, but it would also be nice to have a reset or undo button in polybrush that resets the mesh back to its original form. Bug produced with: Unity version: 5.4.2p3 Polybrush version: 0.9.9b2 To recreate this issue, create a plane in the scene, edit the shape of the mesh, press the play button, press the play button again to stop playmode, then try pressing Ctrl-z and see that it does not work.
  6. ProBuilder Windows 10 x64 - Unity 5.3.4f1 Personal - ProBuilder 2.4.11f0 Issue : Shader "pb_StandardVertexColor" has errors. Error 1: Shader error in 'ProBuilder/Standard Vertex Color': Too many output registers declared (12). When no output register has been declared with the semantic 'psize0', 11 o# registers are available. When an o# register has been declared with the semantic 'psize0' (same as 'psize'), 12 registers are available. at line 245 (on d3d9) Compiling Vertex program with POINT_COOKIE SHADOWS_CUBE LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF FOG_EXP2 Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING Error 2: Shader error in 'ProBuilder/Standard Vertex Color': Too many output registers declared (12). When no output register has been declared with the semantic 'psize0', 11 o# registers are available. When an o# register has been declared with the semantic 'psize0' (same as 'psize'), 12 registers are available. at line 74 (on d3d9) Compiling Vertex program with DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF FOG_EXP2 VERTEXLIGHT_ON Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING
  7. 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!
  8. Hello. I just got PolyBrush beta 0.9.4b0 and imported. No issues, seemed okay. Tried to you it with a plane created from ProBuilder and got the following error messages, corrupted, then lost data. If ctrl+z, the written brush data is gone and I'm back to a flat plane, back to step one, create plan data. Attaching pictures to show also Scene view goes blank. Ctrl+Z fixes that, again, back to default plane version prior to PolyBrush edits to the plane. Replication was pretty simple. 1. I created a plane from ProBuilder (properties should not matter, default is fine) 2. edit with PolyBrush. ... at some point of using PolyBrush button one (raise terrain style button, or mesh in this case), is where critical error happens, stopping me from further edits. AmbiguousMatchException: Ambiguous matching in method resolution System.Reflection.Binder.FindMostDerivedMatch (System.Reflection.MethodBase[] match) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Binder.cs:106) System.MonoType.GetMethodImpl (System.String name, BindingFlags bindingAttr, System.Reflection.Binder binder, CallingConventions callConvention, System.Type[] types, System.Reflection.ParameterModifier[] modifiers) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/MonoType.cs:245) System.Type.GetMethod (System.String name, BindingFlags bindingAttr) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Type.cs:787) Polybrush.z_ReflectionUtil.Invoke (System.Object target, System.Type type, System.String method, System.Type[] methodParams, BindingFlags flags, System.Object[] args) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_ReflectionUtil.cs:138) Polybrush.z_ReflectionUtil.Invoke (System.Object target, System.String method, BindingFlags flags, System.Object[] args) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_ReflectionUtil.cs:105) Polybrush.z_EditableObject.Apply (Boolean rebuildMesh, Boolean optimize) (at Assets/ProCore/Polybrush/Code/Editor/Classes/z_EditableObject.cs:166) Polybrush.z_Editor.FinalizeAndResetHovering () (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:816) Polybrush.z_Editor.OnBrushExit (Polybrush.z_EditableObject editableObject) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:781) Polybrush.z_Editor.SetTool (z_BrushTool brushTool) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:366) Polybrush.z_Editor.OnSceneGUI (UnityEditor.SceneView sceneView) (at Assets/ProCore/Polybrush/Code/Editor/Interface/z_Editor.cs:441) UnityEditor.SceneView.CallOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:2068) UnityEditor.SceneView.HandleSelectionAndOnSceneGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1405) UnityEditor.SceneView.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/SceneView/SceneView.cs:1242) 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)
  9. 1) ProBuilder Basic 2) Android application crashes on start 3) Windows 10, Unity3D 5.3.1p3, ProBuilder Basic 2.4.11f0, Android 4.4.2 4) Android application crashes on start scene with pb_Objects (simple cube) 5) Just start application on Android device
  10. I emailed the devs directly about this, but maybe others have had this happen to them: When I try to detach a large object's face into a wholly new object using the 'Detach' feature, it throws this error instead and instead duplucates the entire object as a clone. (see attached image for error screengrab) Submeshes work as intended, although detaching into a new object from a submesh throws the same error. let me know what you make of this, thanks, -Greg
  11. While building for windows platform i got 318 errors. I am using following in my project - OS : Windows 8.1 Unity 5.0.1(latest) Probuilder 2.4.3(latest) Build Platform : Windows Store SDK : Phone 8.1 Steps to reproduce errors - 1) Create new project(Import nothing) 2) Import Pro Builder 2.4.3 3) Switch platform to Windows Store(SDK : Phone 8.1) 4) Build project You will got around 318 errors like below one- "Reference Rewriter: Error: type `System.Runtime.Serialization.ISerializable` doesn't exist in target framework. It is referenced from ProBuilderCore-Unity5.dll at ProBuilder2.Common.pb_Face. UnityEngine.Debug:LogError(Object) PostProcessMetroPlayer:RunReferenceRewriter(WSASDK, String, String, String, String) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessMetroPlayer.cs:334) PostProcessMetroPlayer:PostProcessSDKSpecific(WSASDK, BuildTarget, BuildOptions, String, String, ProjectImages, LibraryCollection) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessMetroPlayer.cs:883) PostProcessMetroPlayer:PostProcess(BuildTarget, BuildOptions, String, String, String, String) (at C:/buildslave/unity/build/PlatformDependent/MetroPlayer/Extensions/Managed/PostProcessMetroPlayer.cs:597) UnityEditor.HostView:OnGUI()"
  12. I just added one plane and one cube in the scene through ProBuilder. After export and run in iOS I got some IndexOutOfRangeException. Why ? I sent you guys an email and attached an image and a testing project. Thanks
  13. PonyWubs

    QuickDecals Crazy Windows

    Hello everyone, for the four last day, QuickDecals was working very well, and today for unknow reason, i get this trouble : the windows is totally random and i can do anything, only move her around, can't clic.. I also get this error : And the screenshot of the windows : Sorry it's really big xD So can someone help ?
  14. 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.
  15. after importing quickbrush this error appears in console and its menu doesnot show up in Tools Assets/ProCore/QuickBrush/Editor/qb_Painter.cs(1181,71): error CS0117: `Tools' does not contain a definition for `current'