Jump to content

Search the Community

Showing results for tags 'poly shape'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Introduce Yourself
    • Showcase and WIP
  • ProBuilder
    • General Discussion
    • Bug Reports
    • Feature Requests
    • Extensions
    • Tutorial Requests
    • ProBuilder Contests
    • ProBuilderVR
  • Polybrush
    • Feature Requests
    • General Discussion
  • ProCore Utility Tools
    • ProGrids
    • ProGroups
    • QuickBrush
    • QuickEdit
    • QuickDecals
  • GILES (Generic In-Game Level Editing System)
    • Feature Requests
    • General Discussion

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 4 results

  1. 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
  2. As topic reads. I searched forums via search bar and couldn't find anything on this topic. I find it a little odd that a simple ctrl+z always resets my whole mesh to the point where I setup up the very first poly shape. Is that how it is meant to be ? Or might that be a bug (or an option I don't know of yet). I also already read this but as far as this goes it tells me exactly what I thought it does: Get my changes back. Thanks for the help EDIT: with normal shapes this doesn't happen. So it probably is meant to be like that? Edit#2: I really don't get it, it really would make no sense to me if that is how it is supposed to. It really doesn't late me undo a mere change of extrude of a face or something, it always completely resets the mesh. Help please! Heres an explanation gif. I make a lot of changes and simply press CTRL + Z in the end and its completely back to 1 again.
  3. Hey there. I am currently using Unity 2018.1.0b7 Personal Pro Builder v.3.0.1 Pro Grids 2.5.0f0 Now whenever I build a Poly Shape, I get errors spammed until I hit enter to finish it. It doesn't break something (as far as I know), however it bothers me that there are so many errors. Failed extracting collision mesh because vertex at index 4 contains a non-finite value (-nan(ind), -nan(ind), -nan(ind)). Mesh asset path "" Mesh name "pb_Mesh-182714" UnityEngine.MeshCollider:set_sharedMesh(Mesh) ProBuilder.Core.pb_Object:RefreshCollisions() (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Classes/ClassesCore/pb_Object.cs:928) ProBuilder.Core.pb_Object:Refresh(RefreshMask) (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Classes/ClassesCore/pb_Object.cs:885) ProBuilder.MeshOperations.pb_AppendPolygon:CreateShapeFromPolygon(pb_Object, IList`1, Single, Boolean) (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Classes/ClassesEditing/pb_AppendPolygon.cs:107) ProBuilder.MeshOperations.pb_AppendPolygon:CreateShapeFromPolygon(pb_PolyShape) (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Classes/ClassesEditing/pb_AppendPolygon.cs:60) ProBuilder.EditorCore.pb_PolyShapeEditor:RebuildPolyShapeMesh(Boolean) (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Editor/EditorCore/pb_PolyShapeEditor.cs:291) ProBuilder.EditorCore.pb_PolyShapeEditor:DoExistingPointsGUI() (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Editor/EditorCore/pb_PolyShapeEditor.cs:533) ProBuilder.EditorCore.pb_PolyShapeEditor:OnSceneGUI() (at /Users/karlh/procore/probuilder2/probuilder2.0/Assets/ProCore/ProBuilder/Editor/EditorCore/pb_PolyShapeEditor.cs:347) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) Steps to reproduce: Create any new Poly Shape by hitting "New Poly Shape" in the ProBuilder Window Finish the shape by connecting the last and first vertec (click on the first) The error gets spammed as long as I am in the "extrusion mode" of the poly shape Is this a know issue or is it ignorable anyways? Thank you in advance
  4. 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)
×