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baroquedub

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  1. baroquedub

    updating paid advanced version

    Thanks. So if someone's who's working with me has a scene that's using the new free ProBuilder, and they export it as a package - I can import it into my project (even if I'm using the 'old' paid ProBuilder)?
  2. Apologies if this has been asked before. I did a search and looked through the FAQ but couldn't see it mentioned anywhere. So as a paid user of ProBuilder Advanced, what's the recommended course of action? The asset that now appears as 'ProBuilder' in the asset store is different to the ProBuilder Advanced DEPRECATED one I'm using in my projects. Should I delete all of my ProCore folders (I also use ProGrids) and reimport everything? (ps. I understand that new projects should use this new package (or the package manager one if on 2018) but I'm wondering about existing projects. TextMeshPro seemed to carry on as two different versions depending on whether you'd been using the paid version)
  3. baroquedub

    Mesh has lost its texture - showing lightmap?

    Ok, thanks. I haven't edited the mesh for at least a year and wasn't aware of "Auto Generate UV2" in the preferences (pretty sure I've not changed this from whatever the default is) but all's good at my end, and now I know what to look out for and what to do. Thanks for the help
  4. baroquedub

    Mesh has lost its texture - showing lightmap?

    Phew! ok, got it back Thanks for the advice on how best to export/import. In the broken version it seems that the UV2 had completely disappeared. OK version: Broken version: Since I do have version control I did also try clicking on the 'Rebuild Selected UV2 button and that also worked - seemed to put everything back as it should. Any idea what would have caused this?
  5. baroquedub

    Mesh has lost its texture - showing lightmap?

    ps. I should have said that thankfully I do use version control so I have an earlier project that has the working mesh. So if nothing can be done to restore the corrupted mesh, could you outline the best procedure for replacing it with the older working one? What's the best workflow for exporting these mesh-assets? They seem to change names all the time, and only exist in the ProBuilder cache folder. Here's the older working back-up; In the case above, can I just drag 'Room 4 Mesh' into the Project window to create a prefab, and export that. Then in the corrupted project, just import?
  6. Unity 2017.2 using ProBuilder Advanced v2.9.4f1 (Windows10) I've been working on this project for a while (years) with no problems. I have a level that's made up of 4 large combined meshes. They're textured and lightmapped. This is what it used to look like: (in editor, and build) a few days ago: It's quite a big map and I've been concentrating on another area for the past few days but when I went to build, I noticed that one of the areas (one of the meshes; it's named 'Room 4' but it's actually a group of rooms to the bottom right, including the blue lit area and the beige ones to the bottom right) has completely lost its textures:: It actually looks like the lightmap is being used as the texture and the walls are completely black: But the editor shows the same materials that I would expect to see: The other sections of the map (the other 'Rooms') i.e. other meshes, are unaffected. I tried rebuilding the lightmap, but got a similar effect on that mesh - the walls are completely black and the floors, just off and blotchy. I don't know much about these things but I'm guessing that my UVs have somehow become corrupted? I'm worried that if I start tweaking things in the ProBuilder editor I'll break things, and make irreversible changes. Please, please please help me get my map back.
  7. baroquedub

    Shader error in 'ProBuilder/Standard Vertex Color'

    Getting this error and a couple more in a Unity 5.5.4 project on Windows10 using ProBuilder 2.9.5f3 Shader error in 'ProBuilder/Standard Vertex Color': Too many output registers declared (12). When no output register has been declared with the semantic 'psize0', 11 o# registers are available. When an o# register has been declared with the semantic 'psize0' (same as 'psize'), 12 registers are available. at line 72 (on d3d9) Compiling Vertex program with DIRECTIONAL SHADOWS_SCREEN FOG_EXP2 VERTEXLIGHT_ON LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA Shader error in 'ProBuilder/Standard Vertex Color': Too many output registers declared (12). When no output register has been declared with the semantic 'psize0', 11 o# registers are available. When an o# register has been declared with the semantic 'psize0' (same as 'psize'), 12 registers are available. at line 78 (on d3d9) Compiling Vertex program with DIRECTIONAL SHADOWS_SCREEN LIGHTMAP_ON DIRLIGHTMAP_COMBINED FOG_EXP2 LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA Shader error in 'ProBuilder/Standard Vertex Color': Too many output registers declared (12). When no output register has been declared with the semantic 'psize0', 11 o# registers are available. When an o# register has been declared with the semantic 'psize0' (same as 'psize'), 12 registers are available. at line 251 (on d3d9) Compiling Vertex program with SPOT SHADOWS_DEPTH FOG_EXP2 LIGHTMAP_OFF DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING SHADER_API_DESKTOP UNITY_COLORSPACE_GAMMA Turning off Fog does remove the error. Oddly I'm not even using ProBuilder in the actual scene in the build. Sometimes it builds ok, sometimes Unity refuses to build because of the errors. Is there a fix for this? I'd like some fog in my scene
  8. Thanks! That editor utility worked great. Super useful to have on hand. Turns out the two meshes were in the scene but disabled, so I was able to just delete them and get rid of the errors. Any ideas why it suddenly started being reported as an error? I hadn't edited the meshes in any way. Is Unity 5.5.4 just more fussy than 5.5.3? btw. this is the first time I've had to get any kind of help or support with a ProBuilder (or any of your other assets) and I'm massively impressed. Having a proper forum, with devs actively monitoring it is for me the sign of a truly top-notch asset. I guess I knew that already from the quality of the asset itself, but having it confirmed by this brilliant support is wonderful. Many thanks and much respect.
  9. I've reopened a project which worked fine (build with no errors) in Unity 5.5.3, now updated to 5.5.4 due to the recent security patch. Using ProBuilder 2.9.4f1 I've got 'Meshes are assets' turned on in Preferences. Can't remember why it turned it on but I think it's because I was combining meshes after building my level, for optimization. As I said, this all worked fine so I'm not convinced the problem is due to this experimental feature. All of a sudden I'm getting two errors in the console (both identical except for the mesh names. The build stops and fails on those errors. Failed to create Convex Mesh from source mesh "pb_Mesh70336". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. UnityEditor.HostView:OnGUI() Failed to create Convex Mesh from source mesh "pb_Mesh71416". Source mesh is likely have too many smooth surface regions. Please reduce the surface smoothness of the source mesh. Alternatively turn on Inflate Mesh and increase the Skin Width sufficiently for this mesh. UnityEditor.HostView:OnGUI() Ideally I don't want to touch the meshes (they were fine before) not sure why they're suddenly problematic? However, even if I wanted to try the recommended fix (turn on inflate?, whatever that is) or even just delete and replace these meshes, I don't know where they are in my scenes. Searching in my project doesn't display pb_Mesh70336 or pb_Mesh71416 assets. Any help, advice would be very much appreciated!
  10. baroquedub

    "HasKey is not allowed" console error

    Thanks Karl, I thought I'd downloaded the latest version - I bought the package direct from the website and so got it from the Download tab. The file is: ProGrids-v2.4.1f0.unitypackage and version text once installed shows 2.2.4. Where do I get the newer version?
  11. baroquedub

    "HasKey is not allowed" console error

    Unity 5.5.0f3, ProBuilder 2.8.0f1 and ProGrids 2.2.4f0 on Windows 8 - Using SECTR asset, not sure if this is part of the problem (as per my email to support, sorry if this is duplicating the issue but I think this is a ProGrids bug and thought others might benefit from seeing the solution) Created two doors (simple cuboid meshes) Scene runs fine. No errors or warnings in the console Then, in Tools > ProBuilder > Actions I clicked 'Strip all ProBuilder scripts in scene', and got the success message. When I run the scene I get this error: HasKey is not allowed to be called during serialization, call it from OnEnable instead. Called from ScriptableObject 'pg_Editor'. See "Script Serialization" page in the Unity Manual for further details. UnityEditor.EditorPrefs:HasKey(String) ProGrids.pg_Editor:LoadPreferences() (at Assets/ProCore/ProGrids/Editor/pg_Editor.cs:190) ProGrids.pg_Editor:OnAfterDeserialize() (at Assets/ProCore/ProGrids/Editor/pg_Editor.cs:426) Closing ProGrids makes the error go away. Turning ProGrids back on makes the error reappear.
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