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Found 12 results

  1. Is there any to probuilderize an object and change the original object? Like a vehicle model is single mesh. I probuilderize it and separate the wheels and want save this change in original model instead of create new asset/
  2. I'm trying to ProBuilderize an item from the Polygon City asset (a simple road element), but it always turn up black. I don't get any errors, and the UV doesn't seems to be of either. I have tried to restart Unity, but still get the black stuff. The last image is when I tried it on several other items. It seems like the issue is with lighter colors. (the car should be white, the asphalt is fine but the white stripes are now black etc.). The mesh is sent by PM. Unity: 2017.1.1f1 ProBuilder: 2.9.5f3
  3. Moribito

    ProBuilderize Yellow Warning ?

    Hi, I am having issue with probuilderize lately, on some meshes, I got this yellow warning, and I cannot export. ( ProBuilder latest version, Mac OS Sierra, Unity 5.6.4p1 ) How this problem occurs ? 1. A normap prefab in scene 2. Click to probuilderize 3. Object being converted to probuilderize eventhough yellow warrning says otherwise Mesh name confusion ? 1. Original mesh name changes to "pb... something" in inspector as you see 2. However in folder mesh name stays as old one "MeshTrafficLightPart_003" Cannot export due to mesh name conflict ? 1. Without any action click to export 2. Get an error of this due to mesh name confilict ( However if I delete original mesh "MeshTrafficLightPart_003" from project, and try to export, it is successful ) One another issue is about merging objects Lets say, I have two objects 500 vertices each, when I merge them with ProBuilder final result of vertices becomes like 1800-2000 vertices total. However If I combine them with other combiners from asset store result become like 1100-1200 vertices. Why ProBuilder increases the mesh size almost twice regarding to other mesh combiners/.
  4. Moribito

    Export problem ?

    Hi, FIRST PROBLEM I think I am making a mistake during my ProBuilderize and Export process. I have my own building meshes and I ProBuilderize them, make some changes and export it as asset. There is no problem here, however If I ProBuilderize same object ( exported previously ) and make some changes and try to export again, console gives this error. It does not export again because the mesh is already in the project. Can I not probuilderize and export and probuilderize later and export later again objects ? Regards. SECOND PROBLEM Sometimes I cannot export at all ( this is nothing related to first problem ). Since I moved to Unity 5.6.4p1 and re-imported latest ProBuilder, I cannot export time to time, I mean I click 10 times to export and some times It does export and some times it does not export. It just says "No mesh selected" even though mesh object is selected. Scene example here, I click to export it keep saying 'No mesh selected" THIRD QUESTION ? Lets say I ProBuilderize an object in scene which is not a PreFab ( so it does not have any "Revert" button ) How can I revert it back to normal with no changes ? ( I do not want to export, there is no "Revert" option, and lets say I made 100 actions after it, so "CTRL + Z" also no option )
  5. Probuilder advanced 2.9.4f1 Unity 2017.1.0f3 Personnal When I try to Probuilderize an OBJ with Preserve Faces Off, there are errors messages: ArgumentNullException: Argument cannot be null. Parameter name: source System.Linq.Check.SourceAndSelector (System.Object source, System.Object selector) System.Linq.Enumerable.SelectMany[pb_Face,Int32] (IEnumerable`1 source, System.Func`2 selector) ProBuilder2.EditorCommon.pb_Editor.UpdateSelection (Boolean forceUpdate) ProBuilder2.EditorCommon.pb_Editor.Refresh (Boolean force) ProBuilder2.Actions.ProBuilderize.DoProBuilderize (IEnumerable`1 selected, Boolean preserveFaces) ProBuilder2.Actions.ProBuilderize.DoAction () ProBuilder2.Actions.ProBuilderize.OnSettingsGUI () ProBuilder2.EditorCommon.pb_MenuOption.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.OnGUI () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:94) NullReferenceException: Object reference not set to an instance of an object ProBuilder2.EditorCommon.pb_DebugWindow.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) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced) UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) OBJ is join to this topic. Imbrex-Smoothed_Decim_1000faces.obj
  6. Hi! I just got Polybrush (and joined the forum ), but its behavior is quite often unexpected. I've been trying to probuilderize a mesh I created and then tweaked using polybrush, without success: When I try to, it seems that the modifications I made using polybrush aren't taken into account. Something even worse happens when the mesh is scaled in unity, as the vertices then seem to be completely off. Is that a work in progress feature, or do I do something wrong? Thanks!
  7. Protozoaire

    Probuilderize - Black UV

    - Windows 10 x64 - Unity 5.5.0f3 Personal - ProBuilder Advanced 2.9.0f3 When I Probuilderize without "Preserve Faces", the mesh's texture become black. I try to "repare entity material" and "generate uv2".
  8. Right, so I'm using the "Terrain to Mesh" plugin from the asset store, everything seems to work fine, the terrain becomes a normal obj, and becomes editable with my other mesh editing tools. But if I hit Probuilderize, unity freezes for two or more hours (I've waited it out twice) and when it finally finishes up, there's no mesh, it seems to give me back an invisible object I can't interact with, with the size of the original mesh. But it still shows it's pivot point and allows me to move it around (Well, seems to). It's also not hidden in the hierarchy. Anyone have any ideas how to get my mesh back, or stop Probuilder from deleting it.
  9. sfbaystudios

    Probuilderize Deformation

    Before and after shown, ...or maybe after then before. Either way, probuilderizing massively deforms the objects. Any ideas what to do?
  10. I'm having an issue with getting Probuilderize to alter this mesh. It throws several errors including having too many vertices and index out of range. QuickEdit seems to have no problems editing the mesh, and the Unity inspector says the model only has 15129 vertices. Any idea why it won't work for Probuilder? I'd like to be able to paint the vertices on it, so I need Probuilder to work on it. The mesh: https://drive.google.com/open?id=0B_-AhIUmnW4-ajRjSVFjUTliazA The errors: Error 1 Mesh.vertices is too large. A mesh may not have more than 65000 vertices. UnityEngine.Mesh:set_vertices(Vector3[]) pb_Object:ToMesh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 2 Failed setting triangles. Some indices are referencing out of bounds vertices. IndexCount: 89304, VertexCount: 0 UnityEngine.Mesh:SetTriangles(Int32[], Int32) pb_Object:ToMesh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 3 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[]) pb_Object:RefreshUV(pb_Face[]) pb_Object:RefreshUV() pb_Object:Refresh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 4 Mesh.colors is out of bounds. The supplied array needs to be the same size as the Mesh.vertices array. UnityEngine.Mesh:set_colors(Color[]) pb_Object:RefreshColors() pb_Object:Refresh() ProBuilder2.EditorCommon.pb_Menu_Commands:ProBuilderize(IEnumerable`1, Boolean) ProBuilder2.Actions.pb_ProBuilderize:MenuProBuilderizeTris2() (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Error 5 IndexOutOfRangeException: Array index is out of range. pb_Object.RefreshNormals () pb_Object.Refresh () ProBuilder2.EditorCommon.pb_Menu_Commands.ProBuilderize (IEnumerable`1 selected, Boolean preserveFaces) ProBuilder2.Actions.pb_ProBuilderize.MenuProBuilderizeTris2 () (at Assets/ProCore/ProBuilder/Editor/MenuItems/Actions/pb_ProBuilderize.cs:52) Thank you!
  11. Windows 8.1 Unity 5.3.1f1 ProBuilder 2.4.8f1 (r3764) Hi, Fresh but happy user of ProBuilder. It's doing (almost !) all I need. But when I started to play a bit more with runtime edition capabilities, I noticed an issue and it seems I can't fix it. I had a working scene with runtine edition working. I imported a large 3D model composed of many meshes, that I all probuilderized (with "conserve faces"). From then, the runtime edition stopped working, as I couldn't select a face anymore on most meshes (and no error messages), and when I was able, it was buggy and I kept getting messages like this : So I started investigating : I started a new scene of the runtime edition exemple, added a ProBuilder cube, and a Unity cube that I probuilderized. And I noticed that runtime edition on the second doesn't work properly : I can edit both cube in the editor without issues (except maybe UV, texture isn't repeting as for the ProBuilder shape) : But in runtime it's a different story : mesh breaks, clicking on the selected faces is not registered where it should be... : I assume that my first issues with more complex meshes arise from this, as very simple meshes already behave strangely. I'd be happy to help in solving this issue with every tests or info needed Thanks in advance !
  12. 1) ProBuilder 2.3 2) Probuilderize object is messing texturing on that object. Before & After. I've tried a lot of models, Probuilderize is messing texture on all of them. 3) Windows 7 x64, Unity 4.5.4f1
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