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Found 14 results

  1. gord0

    Runtime assistance

    Hi there, I'm on a project that is a sandbox instructors' tool for various airspace coordination scenarios (basically don't shoot down your own air support 101). The instructor can drag many things into the scene (various aircraft/artillery, marker gizmos, etc). One of the things they want to be able to do is mark "zones" in both the air and on the ground. Right now I've just put in some regular unity cubes with a 2 sided shader with transparency so they can see through them but also still see them when the camera is inside them. The user would just scale them as needed. The problem is they're still just scaled cubes. What they would like is the ability to make "corridors". So I back-engineered your example scene for extruding faces of a cube at runtime and the user can now resize the "zones" by extruding faces.... ....As it is right now I can only extrude entire faces, but I'm unable to branch off as is depicted in the image below. I'm not fully familiar with all the geometry terminology but I have gotten this far, would anyone be able to point me in the right direction or have examples of what I've described? I've been able to do it in the editor, but I need to know how to do it via C# at runtime. Any help is much appreciated PS I'm running Unity 5.6.2f1 and I don't have the liberty to change versions.
  2. Hey, I know this question has been asked many times but those answer were mainly built around ProBuilder 2 and before Basic and Advanced classification was removed. So coming to the point. How can I replicate face selective behavior like in ProBuilder 2 runtime example and also have capability of applying different material to selected face at runtime (C#). Thanks cheers
  3. 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
  4. So I'm working on making a runtime mesh editor and I'm trying to use the built in tools to show the vertices, edges and faces but I'm having a bit of trouble working with the API. After way too much digging I found the pb_ElementGraphics class which seemed to do what I want, along with a forum post about how to use it: I tried to do what was specified in the forum post but I couldn't get it to work. It seems as though the code has changed quite a bit since this post was made because the function used, pb_ElementGraphics.instance.BuildVertexMesh(), no longer works. I tried using pb_ElementGraphics.RebuildGraphics() but I can't figure out how to get that pb_Edge[][] distinct edge array, and even if I did I suspect I'm using this function incorrectly. The documentation is really unhelpful when it comes to topics like this, can somebody please explain to me how the pb_ElementGraphics class is used, and/or how I would go about displaying the vertex, edge, and face handles in runtime?
  5. Hi , Im working on the runtime version for ProBuilder and im stack on the gizmo orientation local or planar for the face or vertex . any build in function to get it right ? I know that we have a function to get the normal for the face : Vector3 targetAxis = pb_Math.Normal(pbUtil.ValuesWithIndices(currentSelection.pb.VerticesInWorldSpace(), currentSelection.face.distinctIndices)) and for the axis creation i give this values to each axe: xDirection = Vector3.Cross(Vector3.up.normalized, targetAxis.normalized); yDirection = Vector3.up; zDirection = targetAxis; but the X and Z axes are not moving the right way when i rotate the object on the Y axe . Any idea or help plz ?
  6. Hi Karl - I figured I'd just create a new thread around the topic of the runtime API. I started diving in today and I figured the first problem I would tackle is creating a 3D translate / rotate / scale widget for manipulating probuilder object during runtime, similar to how it's done with the editor. Seems like the first step would be to detect the center of the selected face and place the 3d widget there, and handle drag events for the actual movement of vertrices. Any functions you can think of that would be helpful? PositionHandle2D looks promising...
  7. I'm working on a runtime level editor using ProBuilder. I have face translation working, but the pb_Object's uv's change when I move the face. I want them to maintain their position in world space (I think that's the best way to describe it). How I want the UV's to behave (using ProBuilder tools). https://gyazo.com/d8ee8d45a145b91a26769abe10d006cf How they currently behave (runtime editor). https://gyazo.com/91abbad97d74cb5c605983c2228ce6ff I'm using this line to translate the face. pb.TranslateVertices (this.selection.face.distinctIndices, this.selection.normal.normalized * dist.z); I would appreciate any help!
  8. Hello! I'm currently developing a level editor and I noticed whenever I duplicate a ProBuilder object, the mesh that gets created stays the same, which I believe causes some problems for me. If I delete any of the objects that have the same mesh, the mesh gets destroyed and all the other objects loose the reference to it and become blank. Currently, this is the code I use to duplicate objects (very stripped down): public void DuplicateObject(GameObject target) { if (target == null) return; GameObject go = Instantiate(target, target.transform.position, target.transform.rotation); } I know what the problem is: I instantiate a new object based on "target", which will have all the same properties. And unfortunately, I can't change this. So the main questions is, is there some way I can create a new instance of the mesh for newly created PB objects?
  9. Hi, I'm playing around with some runtime editing and I am trying to set a material on a specific face but I can't really figure out how. I basically copied the code from the RuntimeEdit script and added a basic way to try and set the material for the selected face. This is currently my code for doing this. if (Input.GetKeyDown(KeyCode.Alpha1)) { if (currentSelection.IsValid()) { Debug.Log("Set material"); currentSelection.pb.SetFaceMaterial(currentSelection.pb.faces, testMaterial); RefreshSelectedFacePreview(); } } The most confusing part about the "SetFaceMaterial" function, to me at least, is that it was an array of pb_Face. How am I supposed to set the face I want to apply a material to?
  10. 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 !
  11. Hertzole

    Saving Runtime cubes

    Hi I've been playing around with the built in runtime edit API that comes with ProBuilder and with some editing I got it in a pretty good and fun-to-use state. But then the question remains. How do I actually save my cube(s)? I didn't manage to find anything about that. So any help regarding this is greatly appreciated!
  12. Hello! So right now I've run into a bit of a hitch in development. We're starting to lose performance on cards Nvidia Geforce 465 and below. One of the things I'm trying to do is to change the shaders used by materials in bulk as a menu option to ease the processing stress. I have it set up to work just fine by grabbing all the Renderer components in the scene and changing their material shaders directly. However, this doesn't work on Probuilder objects, I presume because pb_Object is overriding the old behavior. My question is: Is there any way for me to change the shader of the materials used in a pb_Object at runtime *without* having to strip all pb scripts? I appreciate any help I can get here. EDIT: Just saw the post way below mine about changing out materials. I just want to clarify that I'm not looking to change a material, but rather the shader it uses.
  13. Hi Guys, I am trying to do editing of a mesh at runtime. Currently I have the face part working but I am trying to do vert, edge and then uv stuff. I am running into some problems with 24 vertices showing up for a standard procbuilder cube when i expected it to be 8? I think this might be doing a loop for the number of vertices per face. As a cube has 6 faces and 4 vertices for face. Thats 6 x 4 = 24. I am just trying to highlight each of the verts with a cube at the moment so I could then move the mini cube and have the vert update and follow it. But is there any built in highlight or gizmo stuff I could use? I also wanted to ask if this would would for building walls in an RTS. I am currently digging through the dll file but its hard to find information on this stuff. Thanks for your help guys, Jonathan
  14. joduffy

    Bolt and Procorebuilder

    Hi, I just wanted to know is there anything I need to keep in mind or what approach I need to take when creating and editing a mesh over the network with procorebuilder? I am looking at using the bolt engine networking solution from the asset store.
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