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Found 17 results

  1. HI, I just purchased the ProBuilder Bundle from the unity wishlist sale. I am running the most current Unity 5+ on windows 10. I saw that you have to unpack Progrid, I did, followed the documentation on how to open the grid window. It is not there. Same goes for everything else in pro bundle, except the builder. What am I missing?
  2. Certain requests and statements have changed in Unity API so this error comes up right when Unity starts and ProGrids is loaded. Assets/ProCore/ProGrids/Editor/pg_Editor.cs(473,22): warning CS0618: `UnityEditor.EditorApplication.hierarchyWindowChanged' is obsolete: `Use EditorApplication.hierarchyChanged'
  3. evilGremlin2

    progrids request

    1.) Save multiple scales: enable 3 preset buttons in progrid window and allow me to save a scale on each. So I can switch from 1.0 to 0.01 without having to type it in manually every time. Or even better, allow me to switch from magnitudes of 10 via a hotkey. 1.0 to 0.1 to 0.01 etc. 2.) Currently each time I want to change the snap scale I have to open the settings box, mouse over the float window, select the float text (numbers whatever), backspace, type in a new scale, mouse over the close button to finish. If the input box could be automatically selected or if I could at least finalize it and close the window via the enter key that would be nice. If the float box could be automatically selected when I open the window that also be great.
  4. KyleYoungblom

    Option for Local Grid

    I'd love to have some way of establishing a local grid that could itself be rotated and then snapped to. Many of our layouts are mostly aligned to the cardinal 90 degree axes, but have sections that angle off at 45 degrees. Right now those sections have to be rotated back manually to the grid, edited, and rotated back. It'd be amazing if we could have a temporary rotated grid at an arbitrary angle so we could build those angled sections in place!
  5. KyleYoungblom

    Snap Only On Specific Axis

    I'd love to see the option to only apply progrids snapping to the axis used to translate the selected component. In the example below, I grab the top verts of a cylinder and translate them upwards using the Y axis of the transform gizmo. The verts snap properly to the .5 on Y but also snap on the X and Z axis, which is not desired. The only workaround I know of is to create a second object at the Y height I want, disable snapping in proGrids, and then hold V to vertex snap to my new object. This works but isn't really an ideal workflow. Thanks
  6. I'm trying to set the handle of a probuilder object to the world grid after it has been rotated. It is always rotated with the rotation of the object (same as local handle settings). I need to move it on the world space grid to precisely align the vertices of two objects. Currently not possible using just a rotated object. It seems to move on a rotated grid with progrids. As a work-around I can get it move on the world grid by selecting another object that has not been rotated and moving them both at the same time. I'm not saying this is a bug I just didn't know if the behavior was intended or not. If it is intended, I'm not sure I understand why. Is there something I am doing wrong?
  7. ecco

    editing mesh

    I'm using pb to recreate the medieval house in your demo but I feel like the shapes are not behaving correctly. Even creating a simple cube and extruding the facets causes peculiar artifacting. You can see in the screenshot that the edges and standard grid textile falls out of whack. The video shows what happens to a shape just with me moving the edge back and forth. warpping.mov
  8. Hello, I'm using Pro Builder Basic and I noticed that the snap tool (ProGrids 2) doesn't work when I'm scaling a face. I have the same problem with the Shape Tool to select the number of cube (x y z). It is because it's the basic version ? ProGrids 2 version 2.3.0f0 ProBuilder Basic version 2.6.9f3 Have a nice day.
  9. Grids (both 2D and 3D) are not rendered on Unity 5.5.0p3: Opening the Preferences in Unity and just navigating to ProGrids prefs fixes the issue until next session.Every time I open Unity I have to do this to have the grids rendered in the scene. Best, Pino
  10. We've started a new tutorial series on our channel for ProBuilder, thanks! https://www.youtube.com/watch?v=MPqoce2oISE
  11. ProBuilder 2.5, r 4241 ProGrids 2.2.5 Unity 5.3.5f1 OS X 10.11.5 Sometimes, ProBuilder's scene info overlaps with the ProGrids GUI. I've managed to reliably reproduce this by loading editor layouts, but I'm not sure that it's the only way to do it. To reproduce: Turn on the ProGrids Window, and then switch to an editor Layout containing a docked ProBuilder panel.
  12. Hi there! First: ProCore is awesome! Anyway, I have a weird bug with ProGrids since 1-2 days now. Everything was fine before that, and suddenly, I have this error: transform.position assign attempt for 'OBJECT' is not valid. Input position is { NaN, NaN, NaN }. UnityEngine.Transform:set_position(Vector3) pg_Editor:OnSceneGUI(SceneView) (at Assets/ProCore/ProGrids/Editor/pg_Editor.cs:811) UnityEditor.DockArea:OnGUI() It's for every OBJECT I select ( camera, light, mesh... ). Everytime I move an object, with ProGrids toggle On. Again, I really don't know why! I used ProGrids everyday and I had no problem! And it's just with ProGrids, I have the ProCore bundle, with ProBuilder, ProGroups, QuickDecals... Everything works fine except ProGrids! If I turn OFF the snap toggle, I have no error. If I turn ON, I have this error on every frame ( update function I guess ). I recreate a new scene, a new project with a fresh download of ProCoreBundle, I uninstall / reinstall Unity... And I have this error again and again ! My config: Windows 8.1 Unity 5 ( vers:5.0.2.f1 ) ProCore Bundle ( all up to date ), from the AssetStore. Thanks for your help!
  13. Operating System: Windows 7 Unity: 5.0.0f4 ProBuilder: 2.2.4.3 ProGrids: 2.2.1.5 I'm noticing this problem with the newer version of ProBuilder and ProGrids. Basically, I have the ProGrids distance set at 0.25. When I extrude faces or move objects, the position coordinates and size values get increased or decreased by 0.25. However, occasionally, I'll notice that the values will get pushed to a 0.125 grid instead. For example, the face will get positioned at 1.125 instead of 1 or 1.25. This can cause the entire shape to get distorted (if I'm editing one face of a box, for example, it'll get misaligned). It's a bit hard to explain, so I've screenrecorded the issues and posted the video here: https://youtu.be/4oLcxilg8LM
  14. DavidWilliamson

    ProGrids 2 freezes Unity 5 on OS X

    ProGrids 2.1.4 Unity 5.0.0f2 pro Mac OS X 10.8.5, Build 12F45 As soon as I open the ProGrids window(Tools>ProGrids>ProGrids Window) Unity freezes. No errors, just the rotating beach ball until I force quit Unity.
  15. Hey, When snapping is enabled in ProGrids, and you move a reflection probe (u5b22), you can see the reflection moving while the geometry for the probe remains in place, until it snaps to the next position on the grid. Probably not a huge problem, but could be at larger grid sizes. Thanks!
  16. Depending upon your increment settings (I use .25), pressing - or + will scale your grid mode by these values: .25___.50___.75___1.00 Firstly, it would be great if we could have a setting that assumes the . so you don't have to type that every time you want to change it. Or more usefully here is an idea that would make manual input of the increment unnecessary, at least in my case. It would be great to be able to set a different scale for the - and + keys. I NEVER use .75, and I often use .0625 and .125. It would be great if there were a setting to make it so that when you press the - key it just cuts your current grid measurement in half, so you would be able to quickly access, for instance, the following measurements: .0625___.125___.25___.5___1 I would find this more useful and easily accessible than the current increment system. Currently either I have to type in the numbers I want that are small, all the time, or I have to set my increment to a ridiculously small amount and cycle backward from 1 all the time, through ALL those numbers, just to get to a small increment.
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