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Found 2 results

  1. 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
  2. Hey guys! I have a bit of a text dump and what I'm assuming are going to be some terribly naive questions/issues, so please bear with me and apologies in advance!! Obnoxious bolding to make this easier to skim, not because I'm shouting! So I've been developing exclusively in 2D for the last couple of years, and ProBuilder has been a big push and enormous help in tackling my first fully 3D project, which I've been cranking away on for the last five-six months. I'm coming to Unity and game development as a whole with an art production background more than a programming/game dev background, so I'm very much learning as I go along. That's a long way of saying please forgive any ignorance/dumb questions! I'm making an exploration game where, each time a scene loads, 8-15 (up to 20 max) rooms built in ProBuilder are instantiated at runtime/randomly placed around the scene and the player has to navigate through those rooms to reach a goal that sends them to the next level -- another scene made up of randomly placed rooms that are instantiated at runtime. Rinse and repeat until a certain number of goals are met. I've made all of the 3D assets in the game with ProBuilder -- the rooms, corridors, doors, props, etc. -- and I'm very pleased with how everything's turned out from an art perspective, and just in general. The big issue I'm facing now is reducing draw calls, as, while the game generally sticks around 500-600 draw calls, it can spike up to 1300+ based on where the player is in the scene and what they're looking at. I'm at that point where I've realized I probably could've built a bunch of stuff more efficiently, and I'm trying to see what I can do to optimize both performance and level load times this late in the game. I'm working with occlusion culling and have disabled all unnecessary colliders in each "room" (each room is a prefab with nested prop prefabs inside), and while that certainly helps the draw call count, it still spikes higher than I'd like. Since I'm using ambient lighting/no in-scene dynamic lighting or shadows or reflective surfaces/etc (I'm aiming for a grainier/more low-poly feel throughout), I feel like the draw call count shouldn't be that high. So one of the big things I think might be contributing to the draw call count is that every game object created with ProBuilder -- from the rooms to the props (TV set, bookshelf + books, etc etc) has 2-8 materials on it. Which, argh, I know, I just realized that I should've applied one material to each object and vertex painted the colors onto each face from the get-go, but I honest to goodness didn't think of that -- I've been using a workflow of creating a new diffuse material for each flat color, putting those in the material editor palette, and applying as needed across all of the surfaces. Almost all of my materials are flat hex colors, so I could feasibly go back through each scene and prop and re-paint them all individually, but before I do that (which oof that will take a long long while but I will 100% do it if it'll help!), I wanted to check in here with you much smarter folks and see if you think: A ) There might be a simpler way to tackle this. B ) If reducing the number of materials across all of the props/rooms/etc will significantly reduce the draw calls. C ) If there's anything else I could be doing to reduce that draw call count and potentially improve load times. For the record, the game runs very well on my newer machine, and the load times range from 2-5 seconds for each scene, which I don't think is unreasonable, but since I'm working with such simple geometry and no fancy shaders/lighting effects/audio, I really feel like I can be optimizing this a lot better, and would be thrilled to have any advice. Oh, also! I enabled "Meshes are Assets" last night after digging around on the forums, and while I'm not seeing a big change right now, I'm hoping it'll help as I progress. If you've read this far, I really appreciate it (and you)!! Thanks for your bearing with me, and thanks for your time. You are great!
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